Vladimir Yugay

Vladimir Yugay

@vyuga3d.bsky.social

Doing research in 3D Computer Vision. Ph.D. student at the University of Amsterdam. Previously at TUM. https://vladimiryugay.github.io/

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We experimented with different backbones, camera pose representations, scalability, and attention mechanisms. Our evaluation spans hundreds of full-length videos across various metrics, without aligning the predicted trajectory to the ground truth, to simulate a real-world application

VoT does not require calibration or post-optimization and operates in real-time, capable of processing thousands of frames. It is trained on a vast amount of real-world indoor data, but can work just fine in outdoor scenarios. It uses only camera poses as supervision, making it broadly accessible

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GaME detects scene changes and directly manipulates the 3D Gaussians to keep the map up to date. Additionally, our keyframe management system identifies and eliminates pixels that observe stale geometry, thereby minimizing the amount of discarded information

We evaluate our method on synthetic and real-world datasets that undergo significant changes, including the movement, removal, and addition of large pieces of furniture, cutlery, a coffee machine, and pictures on the walls

Imagine you want ot create a 3DGS map of your apartment. You reconstructed your kitchen and continued to the bedroom. While you are in the bedroom, someone has moved the chair and added a table in the kitchen without telling you. That’s what can happen with your reconstruction👇

We found two main problems. First, the 3D Gaussian maps can not easily “optimize out” changes in the geometry on the fly. Second, frames observing the old state of the scene contaminate the optimization process, resulting in visual artifacts and inconsistencies

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Finally, we extend evaluation to novel view synthesis on real-world datasets. By extracting sequences from the ego-centric Aria dataset to simulate multi-agent operations, we prepared a hold-out test with novel view trajectories, ensuring a comprehensive evaluation of our system's capabilities. 6/7

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Inevitably, agents’ trajectories drift over the run. We tackle this by integrating a loop closure mechanism into our SLAM system. Additionally, we experiment with foundational vision model features for loop detection, with promising results in our benchmarks. 4/7

Our sub-maps inherently support local pose corrections provided by the loop closure module. Combined with an efficient caching scheme and a two-stage merging process, this allows for fast and precise global map reconstruction. 5/7

With the rise of AR/VR and an ever-growing number of gadgets, NVS-SLAM systems must scale up while achieving greater accuracy. A natural approach is to have multiple agents collaborate - proving that "the whole is greater than the sum of its parts." But what challenges still stand in the way? 2/7

Scaling SLAM systems requires a careful balance between computational resources and speed. In our approach, agents manage their local maps independently communicating with a centralized server. We achieve significant performance gains by using 3DGS sub-maps with efficient tracking and caching 3/7

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