# CodeSLAM - Learning a Compact, Optimisable Representation for Dense Visual SLAM

arXiv: https://arxiv.org/abs/1804.00874 · HTML: https://mlsanity.com/paper/1804.00874/

## Key facts

- Cited by 152 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 3 Apr 2018.

## Built on by (most cited first, 30 of 152)

- [DUSt3R: Geometric 3D Vision Made Easy](https://mlsanity.com/paper/2312.14132/) (2023)
- [DROID-SLAM: Deep Visual SLAM for Monocular, Stereo, and RGB-D Cameras](https://mlsanity.com/paper/2108.10869/) (2021)
- [NICE-SLAM: Neural Implicit Scalable Encoding for SLAM](https://mlsanity.com/paper/2112.12130/) (2021)
- [iMAP: Implicit Mapping and Positioning in Real-Time](https://mlsanity.com/paper/2103.12352/) (2021)
- [In-Place Scene Labelling and Understanding with Implicit Scene Representation](https://mlsanity.com/paper/2103.15875/) (2021)
- [SplaTAM: Splat, Track & Map 3D Gaussians for Dense RGB-D SLAM](https://mlsanity.com/paper/2312.02126/) (2023)
- [Neural RGB-D Surface Reconstruction](https://mlsanity.com/paper/2104.04532/) (2021)
- [GS-SLAM: Dense Visual SLAM with 3D Gaussian Splatting](https://mlsanity.com/paper/2311.11700/) (2023)
- [3D Reconstruction with Spatial Memory](https://mlsanity.com/paper/2408.16061/) (2024)
- [MegaSaM: Accurate, Fast, and Robust Structure and Motion from Casual Dynamic Videos](https://mlsanity.com/paper/2412.04463/) (2024)
- [MASt3R-SLAM: Real-Time Dense SLAM with 3D Reconstruction Priors](https://mlsanity.com/paper/2412.12392/) (2024)
- [The Temporal Opportunist: Self-Supervised Multi-Frame Monocular Depth](https://mlsanity.com/paper/2104.14540/) (2021)
- [NeRF-SLAM: Real-Time Dense Monocular SLAM with Neural Radiance Fields](https://mlsanity.com/paper/2210.13641/) (2022)
- [NICER-SLAM: Neural Implicit Scene Encoding for RGB SLAM](https://mlsanity.com/paper/2302.03594/) (2023)
- [ESLAM: Efficient Dense SLAM System Based on Hybrid Representation of Signed Distance Fields](https://mlsanity.com/paper/2211.11704/) (2022)
- [HyperDiffusion: Generating Implicit Neural Fields with Weight-Space Diffusion](https://mlsanity.com/paper/2303.17015/) (2023)
- [Vox-Fusion: Dense Tracking and Mapping with Voxel-based Neural Implicit Representation](https://mlsanity.com/paper/2210.15858/) (2022)
- [Human POSEitioning System (HPS): 3D Human Pose Estimation and Self-localization in Large Scenes from Body-Mounted Sensors](https://mlsanity.com/paper/2103.17265/) (2021)
- [GO-SLAM: Global Optimization for Consistent 3D Instant Reconstruction](https://mlsanity.com/paper/2309.02436/) (2023)
- [VGGT-Long: Chunk it, Loop it, Align it -- Pushing VGGT's Limits on Kilometer-scale Long RGB Sequences](https://mlsanity.com/paper/2507.16443/) (2025)
- [SLAM3R: Real-Time Dense Scene Reconstruction from Monocular RGB Videos](https://mlsanity.com/paper/2412.09401/) (2024)
- [Stereo4D: Learning How Things Move in 3D from Internet Stereo Videos](https://mlsanity.com/paper/2412.09621/) (2024)
- [SGS-SLAM: Semantic Gaussian Splatting For Neural Dense SLAM](https://mlsanity.com/paper/2402.03246/) (2024)
- [Scene Coordinate Reconstruction: Posing of Image Collections via Incremental Learning of a Relocalizer](https://mlsanity.com/paper/2404.14351/) (2024)
- [How NeRFs and 3D Gaussian Splatting are Reshaping SLAM: a Survey](https://mlsanity.com/paper/2402.13255/) (2024)
- [Unsupervised Scale-consistent Depth Learning from Video](https://mlsanity.com/paper/2105.11610/) (2021)
- [Monocular 3D Object Detection: An Extrinsic Parameter Free Approach](https://mlsanity.com/paper/2106.15796/) (2021)
- [Theseus: A Library for Differentiable Nonlinear Optimization](https://mlsanity.com/paper/2207.09442/) (2022)
- [FlowMap: High-Quality Camera Poses, Intrinsics, and Depth via Gradient Descent](https://mlsanity.com/paper/2404.15259/) (2024)
- [Semantics for Robotic Mapping, Perception and Interaction: A Survey](https://mlsanity.com/paper/2101.00443/) (2021)

## Abstract (arXiv)

The representation of geometry in real-time 3D perception systems continues to be a critical research issue. Dense maps capture complete surface shape and can be augmented with semantic labels, but their high dimensionality makes them computationally costly to store and process, and unsuitable for rigorous probabilistic inference. Sparse feature-based representations avoid these problems, but capture only partial scene information and are mainly useful for localisation only. We present a new compact but dense representation of scene geometry which is conditioned on the intensity data from a single image and generated from a code consisting of a small number of parameters. We are inspired by work both on learned depth from images, and auto-encoders. Our approach is suitable for use in a keyframe-based monocular dense SLAM system: While each keyframe with a code can produce a depth map, the code can be optimised efficiently jointly with pose variables and together with the codes of overlapping keyframes to attain global consistency. Conditioning the depth map on the image allows the code to only represent aspects of the local geometry which cannot directly be predicted from the image. We explain how to learn our code representation, and demonstrate its advantageous properties in monocular SLAM.
