Mingrui Li

CV
h-index18
3papers
72citations
Novelty50%
AI Score25

3 Papers

17.8CVFeb 6, 2024
MoD-SLAM: Monocular Dense Mapping for Unbounded 3D Scene Reconstruction

Heng Zhou, Zhetao Guo, Shuhong Liu et al.

Monocular SLAM has received a lot of attention due to its simple RGB inputs and the lifting of complex sensor constraints. However, existing monocular SLAM systems are designed for bounded scenes, restricting the applicability of SLAM systems. To address this limitation, we propose MoD-SLAM, the first monocular NeRF-based dense mapping method that allows 3D reconstruction in real-time in unbounded scenes. Specifically, we introduce a Gaussian-based unbounded scene representation approach to solve the challenge of mapping scenes without boundaries. This strategy is essential to extend the SLAM application. Moreover, a depth estimation module in the front-end is designed to extract accurate priori depth values to supervise mapping and tracking processes. By introducing a robust depth loss term into the tracking process, our SLAM system achieves more precise pose estimation in large-scale scenes. Our experiments on two standard datasets show that MoD-SLAM achieves competitive performance, improving the accuracy of the 3D reconstruction and localization by up to 30% and 15% respectively compared with existing state-of-the-art monocular SLAM systems.

12.3ROFeb 5, 2025
GARAD-SLAM: 3D GAussian splatting for Real-time Anti Dynamic SLAM

Mingrui Li, Weijian Chen, Na Cheng et al.

The 3D Gaussian Splatting (3DGS)-based SLAM system has garnered widespread attention due to its excellent performance in real-time high-fidelity rendering. However, in real-world environments with dynamic objects, existing 3DGS-based SLAM systems often face mapping errors and tracking drift issues. To address these problems, we propose GARAD-SLAM, a real-time 3DGS-based SLAM system tailored for dynamic scenes. In terms of tracking, unlike traditional methods, we directly perform dynamic segmentation on Gaussians and map them back to the front-end to obtain dynamic point labels through a Gaussian pyramid network, achieving precise dynamic removal and robust tracking. For mapping, we impose rendering penalties on dynamically labeled Gaussians, which are updated through the network, to avoid irreversible erroneous removal caused by simple pruning. Our results on real-world datasets demonstrate that our method is competitive in tracking compared to baseline methods, generating fewer artifacts and higher-quality reconstructions in rendering.

20.4CVFeb 13, 2025
DenseSplat: Densifying Gaussian Splatting SLAM with Neural Radiance Prior

Mingrui Li, Shuhong Liu, Tianchen Deng et al.

Gaussian SLAM systems excel in real-time rendering and fine-grained reconstruction compared to NeRF-based systems. However, their reliance on extensive keyframes is impractical for deployment in real-world robotic systems, which typically operate under sparse-view conditions that can result in substantial holes in the map. To address these challenges, we introduce DenseSplat, the first SLAM system that effectively combines the advantages of NeRF and 3DGS. DenseSplat utilizes sparse keyframes and NeRF priors for initializing primitives that densely populate maps and seamlessly fill gaps. It also implements geometry-aware primitive sampling and pruning strategies to manage granularity and enhance rendering efficiency. Moreover, DenseSplat integrates loop closure and bundle adjustment, significantly enhancing frame-to-frame tracking accuracy. Extensive experiments on multiple large-scale datasets demonstrate that DenseSplat achieves superior performance in tracking and mapping compared to current state-of-the-art methods.