The ability for an agent to localize itself within an environment is crucial for many real-world applications. For unknown environments, Simultaneous Localization and Mapping (SLAM) enables incremental and concurrent building of and localizing within a map. We present a new, differentiable architecture, Neural Graph Optimizer, progressing towards a complete neural network solution for SLAM by designing a system composed of a local pose estimation model, a novel pose selection module, and a novel graph optimization process. The entire architecture is trained in an end-to-end fashion, enabling the network to automatically learn domain-specific features relevant to the visual odometry and avoid the involved process of feature engineering. We demonstrate the effectiveness of our system on a simulated 2D maze and the 3D ViZ-Doom environment.
@cite_38: We propose a direct (feature-less) monocular SLAM algorithm which, in contrast to current state-of-the-art regarding direct methods, allows to build large-scale, consistent maps of the environment. Along with highly accurate pose estimation based on direct image alignment, the 3D environment is reconstructed in real-time as pose-graph of keyframes with associated semi-dense depth maps. These are obtained by filtering over a large number of pixelwise small-baseline stereo comparisons. The explicitly scale-drift aware formulation allows the approach to operate on challenging sequences including large variations in scene scale. Major enablers are two key novelties: (1) a novel direct tracking method which operates on ( sim (3) ), thereby explicitly detecting scale-drift, and (2) an elegant probabilistic solution to include the effect of noisy depth values into tracking. The resulting direct monocular SLAM system runs in real-time on a CPU.
@cite_14: We present a system for accurate real-time mapping of complex and arbitrary indoor scenes in variable lighting conditions, using only a moving low-cost depth camera and commodity graphics hardware. We fuse all of the depth data streamed from a Kinect sensor into a single global implicit surface model of the observed scene in real-time. The current sensor pose is simultaneously obtained by tracking the live depth frame relative to the global model using a coarse-to-fine iterative closest point (ICP) algorithm, which uses all of the observed depth data available. We demonstrate the advantages of tracking against the growing full surface model compared with frame-to-frame tracking, obtaining tracking and mapping results in constant time within room sized scenes with limited drift and high accuracy. We also show both qualitative and quantitative results relating to various aspects of our tracking and mapping system. Modelling of natural scenes, in real-time with only commodity sensor and GPU hardware, promises an exciting step forward in augmented reality (AR), in particular, it allows dense surfaces to be reconstructed in real-time, with a level of detail and robustness beyond any solution yet presented using passive computer vision.
@cite_22: Direct methods for visual odometry (VO) have gained popularity for their capability to exploit information from all intensity gradients in the image. However, low computational speed as well as missing guarantees for optimality and consistency are limiting factors of direct methods, in which established feature-based methods succeed instead. Based on these considerations, we propose a semidirect VO (SVO) that uses direct methods to track and triangulate pixels that are characterized by high image gradients, but relies on proven feature-based methods for joint optimization of structure and motion. Together with a robust probabilistic depth estimation algorithm, this enables us to efficiently track pixels lying on weak corners and edges in environments with little or high-frequency texture. We further demonstrate that the algorithm can easily be extended to multiple cameras, to track edges, to include motion priors, and to enable the use of very large field of view cameras, such as fisheye and catadioptric ones. Experimental evaluation on benchmark datasets shows that the algorithm is significantly faster than the state of the art while achieving highly competitive accuracy.
@cite_48: Simultaneous localization and mapping (SLAM) consists in the concurrent construction of a model of the environment (the map ), and the estimation of the state of the robot moving within it. The SLAM community has made astonishing progress over the last 30 years, enabling large-scale real-world applications and witnessing a steady transition of this technology to industry. We survey the current state of SLAM and consider future directions. We start by presenting what is now the de-facto standard formulation for SLAM. We then review related work, covering a broad set of topics including robustness and scalability in long-term mapping, metric and semantic representations for mapping, theoretical performance guarantees, active SLAM and exploration, and other new frontiers. This paper simultaneously serves as a position paper and tutorial to those who are users of SLAM. By looking at the published research with a critical eye, we delineate open challenges and new research issues, that still deserve careful scientific investigation. The paper also contains the authors’ take on two questions that often animate discussions during robotics conferences: Do robots need SLAM? and Is SLAM solved?
@cite_24: 
@cite_16: We present a novel approach to real-time dense visual simultaneous localisation and mapping. Our system is capable of capturing comprehensive dense globally consistent surfel-based maps of room scale environments and beyond explored using an RGB-D camera in an incremental online fashion, without pose graph optimization or any post-processing steps. This is accomplished by using dense frame-to-model camera tracking and windowed surfel-based fusion coupled with frequent model refinement through non-rigid surface deformations. Our approach applies local model-to-model surface loop closure optimizations as often as possible to stay close to the mode of the map distribution, while utilizing global loop closure to recover from arbitrary drift and maintain global consistency. In the spirit of improving map quality as well as tracking accuracy and robustness, we furthermore explore a novel approach to real-time discrete light source detection. This technique is capable of detecting numerous light sources in indoo...
To avoid some of the aforementioned drawbacks of feature-based approaches, direct methods, such as LSD-SLAM @cite_38 , utilize extensive photometric information from the images to determine the pose, by minimizing the photometric error between corresponding pixels. This approach is in contrast to feature-based methods, which minimize the reprojection error. However, such methods are usually not applicable to wide baseline settings @cite_48 during large viewpoint changes. Recent work in @cite_24 @cite_22 combines feature and direct methods by minimizing the photometric error of features lying on intensity corners and edges. Some methods focus on dense recontruction of the scene, for instance @cite_16 builds dense globally consistent surfel-based maps of room scale environments explored using an RGB-D camera, without pose graph optimisation, while KinectFusion @cite_14 obtains depth measurements directly using active sensors and fuse them over time to recover high-quality surface maps. These approaches still suffer from strict calibration and synchronization requirements, and the data association modules require extensive parameter tuning in order to work correctly for a given scenario.