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Laijian Li

Publications and source records attributed to Laijian Li.

6 recordsLinked to original sources

Gaussian-LIC2: LiDAR-Inertial-Camera Gaussian Splatting SLAM

This paper presents the first photo-realistic LiDAR-Inertial-Camera Gaussian Splatting SLAM system that simultaneously addresses visual quality, geometric accuracy, and real-time performance. The proposed method performs robust and accurate pose estimation within a continuous-time trajectory optimization framework, while incrementally reconstructing a 3D Gaussian map using camera and LiDAR data, all in real time. The resulting map enables high-quality, real-time novel view rendering of both RGB images and depth maps. To effectively address under-reconstruction in regions not covered by the LiDAR, we employ a lightweight zero-shot depth model that synergistically combines RGB appearance cues with sparse LiDAR measurements to generate dense depth maps. The depth completion enables reliable Gaussian initialization in LiDAR-blind areas, significantly improving system applicability for sparse LiDAR sensors. To enhance geometric accuracy, we use sparse but precise LiDAR depths to supervise Gaussian map optimization and accelerate it with carefully designed CUDA-accelerated strategies. Furthermore, we explore how the incrementally reconstructed Gaussian map can improve the robustness of odometry. By tightly incorporating photometric constraints from the Gaussian map into the continuous-time factor graph optimization, we demonstrate improved pose estimation under LiDAR degradation scenarios. We also showcase downstream applications via extending our elaborate system, including video frame interpolation and fast 3D mesh extraction. To support rigorous evaluation, we construct a dedicated LiDAR-Inertial-Camera dataset featuring ground-truth poses, depth maps, and extrapolated trajectories for assessing out-of-sequence novel view synthesis. Both the dataset and code will be made publicly available on project page https://xingxingzuo.github.io/gaussian_lic2.

cs.RO

Gaussian-LIC: Real-Time Photo-Realistic SLAM with Gaussian Splatting and LiDAR-Inertial-Camera Fusion

In this paper, we present a real-time photo-realistic SLAM method based on marrying Gaussian Splatting with LiDAR-Inertial-Camera SLAM. Most existing radiance-field-based SLAM systems mainly focus on bounded indoor environments, equipped with RGB-D or RGB sensors. However, they are prone to decline when expanding to unbounded scenes or encountering adverse conditions, such as violent motions and changing illumination. In contrast, oriented to general scenarios, our approach additionally tightly fuses LiDAR, IMU, and camera for robust pose estimation and photo-realistic online mapping. To compensate for regions unobserved by the LiDAR, we propose to integrate both the triangulated visual points from images and LiDAR points for initializing 3D Gaussians. In addition, the modeling of the sky and varying camera exposure have been realized for high-quality rendering. Notably, we implement our system purely with C++ and CUDA, and meticulously design a series of strategies to accelerate the online optimization of the Gaussian-based scene representation. Extensive experiments demonstrate that our method outperforms its counterparts while maintaining real-time capability. Impressively, regarding photo-realistic mapping, our method with our estimated poses even surpasses all the compared approaches that utilize privileged ground-truth poses for mapping. Our code has been released on https://github.com/APRIL-ZJU/Gaussian-LIC.

cs.RO

3D Gaussian Inverse Rendering with Approximated Global Illumination

3D Gaussian Splatting shows great potential in reconstructing photo-realistic 3D scenes. However, these methods typically bake illumination into their representations, limiting their use for physically-based rendering and scene editing. Although recent inverse rendering approaches aim to decompose scenes into material and lighting components, they often rely on simplifying assumptions that fail when editing. We present a novel approach that enables efficient global illumination for 3D Gaussians Splatting through screen-space ray tracing. Our key insight is that a substantial amount of indirect light can be traced back to surfaces visible within the current view frustum. Leveraging this observation, we augment the direct shading computed by 3D Gaussians with Monte-Carlo screen-space ray-tracing to capture one-bounce indirect illumination. In this way, our method enables realistic global illumination without sacrificing the computational efficiency and editability benefits of 3D Gaussians. Through experiments, we show that the screen-space approximation we utilize allows for indirect illumination and supports real-time rendering and editing. Code, data, and models will be made available at our project page: https://wuzirui.github.io/gs-ssr.

cs.GR

Camera-based 3D Semantic Scene Completion with Sparse Guidance Network

Semantic scene completion (SSC) aims to predict the semantic occupancy of each voxel in the entire 3D scene from limited observations, which is an emerging and critical task for autonomous driving. Recently, many studies have turned to camera-based SSC solutions due to the richer visual cues and cost-effectiveness of cameras. However, existing methods usually rely on sophisticated and heavy 3D models to process the lifted 3D features directly, which are not discriminative enough for clear segmentation boundaries. In this paper, we adopt the dense-sparse-dense design and propose a one-stage camera-based SSC framework, termed SGN, to propagate semantics from the semantic-aware seed voxels to the whole scene based on spatial geometry cues. Firstly, to exploit depth-aware context and dynamically select sparse seed voxels, we redesign the sparse voxel proposal network to process points generated by depth prediction directly with the coarse-to-fine paradigm. Furthermore, by designing hybrid guidance (sparse semantic and geometry guidance) and effective voxel aggregation for spatial geometry cues, we enhance the feature separation between different categories and expedite the convergence of semantic propagation. Finally, we devise the multi-scale semantic propagation module for flexible receptive fields while reducing the computation resources. Extensive experimental results on the SemanticKITTI and SSCBench-KITTI-360 datasets demonstrate the superiority of our SGN over existing state-of-the-art methods. And even our lightweight version SGN-L achieves notable scores of 14.80\% mIoU and 45.45\% IoU on SeamnticKITTI validation with only 12.5 M parameters and 7.16 G training memory. Code is available at https://github.com/Jieqianyu/SGN.

cs.CV

Monocular Event-Inertial Odometry with Adaptive decay-based Time Surface and Polarity-aware Tracking

Event cameras have garnered considerable attention due to their advantages over traditional cameras in low power consumption, high dynamic range, and no motion blur. This paper proposes a monocular event-inertial odometry incorporating an adaptive decay kernel-based time surface with polarity-aware tracking. We utilize an adaptive decay-based Time Surface to extract texture information from asynchronous events, which adapts to the dynamic characteristics of the event stream and enhances the representation of environmental textures. However, polarity-weighted time surfaces suffer from event polarity shifts during changes in motion direction. To mitigate its adverse effects on feature tracking, we optimize the feature tracking by incorporating an additional polarity-inverted time surface to enhance the robustness. Comparative analysis with visual-inertial and event-inertial odometry methods shows that our approach outperforms state-of-the-art techniques, with competitive results across various datasets.

cs.CV

PANet: LiDAR Panoptic Segmentation with Sparse Instance Proposal and Aggregation

Reliable LiDAR panoptic segmentation (LPS), including both semantic and instance segmentation, is vital for many robotic applications, such as autonomous driving. This work proposes a new LPS framework named PANet to eliminate the dependency on the offset branch and improve the performance on large objects, which are always over-segmented by clustering algorithms. Firstly, we propose a non-learning Sparse Instance Proposal (SIP) module with the ``sampling-shifting-grouping" scheme to directly group thing points into instances from the raw point cloud efficiently. More specifically, balanced point sampling is introduced to generate sparse seed points with more uniform point distribution over the distance range. And a shift module, termed bubble shifting, is proposed to shrink the seed points to the clustered centers. Then we utilize the connected component label algorithm to generate instance proposals. Furthermore, an instance aggregation module is devised to integrate potentially fragmented instances, improving the performance of the SIP module on large objects. Extensive experiments show that PANet achieves state-of-the-art performance among published works on the SemanticKITII validation and nuScenes validation for the panoptic segmentation task.

cs.CV