MCGS-SLAM

A Multi-Camera SLAM Framework Using Gaussian Splatting for High-Fidelity Mapping

Anonymous Author

SLAM System Pipeline

Our method performs real-time SLAM by fusing synchronized inputs from a multi-camera rig into a unified 3D Gaussian map. It first selects keyframes and estimates depth and normal maps for each camera, then jointly optimizes poses and depths via multi-camera bundle adjustment and scale-consistent depth alignment. Refined keyframes are fused into a dense Gaussian map using differentiable rasterization, interleaved with densification and pruning. An optional offline stage further refines camera trajectories and map quality. The system supports RGB inputs, enabling accurate tracking and photorealistic reconstruction.

Right Image

Tekken 3 Рўрєр°с‡р°с‚сњ Рѕр° Рџрљ Р±рµсѓрїр»р°с‚рѕрѕ [WORKING]

Tekken 3 is widely considered one of the greatest fighting games ever made. Released for the PlayStation in 1998, it refined the series' 3D mechanics to near perfection. Reviewers from sites like Metacritic and GameSpot consistently praise its fluid movement, deep combo system, and massive roster. While the original hardware is dated, the game's core loop remains a "one more go" classic even decades later. 🥊 Gameplay & Mechanics

The jump from Tekken 2 to 3 was massive, introducing more agile movement and a refined 3D space. Tekken 3 Retro Review (1998)


Analysis of Single-Camera and Multi-Camera SLAM (Mapping)

Tekken 3 is widely considered one of the greatest fighting games ever made. Released for the PlayStation in 1998, it refined the series' 3D mechanics to near perfection. Reviewers from sites like Metacritic and GameSpot consistently praise its fluid movement, deep combo system, and massive roster. While the original hardware is dated, the game's core loop remains a "one more go" classic even decades later. 🥊 Gameplay & Mechanics

The jump from Tekken 2 to 3 was massive, introducing more agile movement and a refined 3D space. Tekken 3 Retro Review (1998)


Analysis of Single-Camera and Multi-Camera SLAM (Tracking)

In this section, we benchmark tracking accuracy across eight driving sequences from the Waymo dataset (Real World). MCGS-SLAM achieves the lowest average ATE, significantly outperforming single-camera methods.
Right Image

We further evaluate tracking on four sequences from the Oxford Spires dataset (Real World). MCGS-SLAM consistently yields the best performance, demonstrating robust trajectory estimation in large-scale outdoor environments.
Right Image

Right Image