no code implementations • 11 Dec 2023 • Hidenobu Matsuki, Riku Murai, Paul H. J. Kelly, Andrew J. Davison
We present the first application of 3D Gaussian Splatting in monocular SLAM, the most fundamental but the hardest setup for Visual SLAM.
no code implementations • 23 Mar 2023 • Hidenobu Matsuki, Keisuke Tateno, Michael Niemeyer, Federico Tombari
However, in real-time and on-the-fly scene capture applications, this prior knowledge cannot be assumed as fixed or static, since it dynamically changes and it is subject to significant updates based on run-time observations.
no code implementations • 19 Jul 2021 • Hidenobu Matsuki, Raluca Scona, Jan Czarnowski, Andrew J. Davison
In this paper we propose a dense mapping framework to complement sparse visual SLAM systems which takes as input the camera poses, keyframes and sparse points produced by the SLAM system and predicts a dense depth image for every keyframe.
no code implementations • 8 Aug 2018 • Hidenobu Matsuki, Lukas von Stumberg, Vladyslav Usenko, Jörg Stückler, Daniel Cremers
We propose a novel real-time direct monocular visual odometry for omnidirectional cameras.