# Q-SLAM: Quadric Representations for Monocular SLAM

arXiv: https://arxiv.org/abs/2403.08125 · HTML: https://mlsanity.com/paper/2403.08125/

## Key facts

- Cited by 11 papers in the map (data through 14 Oct 2026).
- Builds on 41 of its 53 references that are in the map.
- First posted on arXiv 12 Mar 2024.

## Builds on (most cited first, 30 of 41)

- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [ScanNet: Richly-annotated 3D Reconstructions of Indoor Scenes](https://mlsanity.com/paper/1702.04405/) (2017)
- [RAFT: Recurrent All-Pairs Field Transforms for Optical Flow](https://mlsanity.com/paper/2003.12039/) (2020)
- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (2021)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [The Replica Dataset: A Digital Replica of Indoor Spaces](https://mlsanity.com/paper/1906.05797/) (2019)
- [ORB-SLAM3: An Accurate Open-Source Library for Visual, Visual-Inertial and Multi-Map SLAM](https://mlsanity.com/paper/2007.11898/) (2020)
- [ORB-SLAM2: an Open-Source SLAM System for Monocular, Stereo and RGB-D Cameras](https://mlsanity.com/paper/1610.06475/) (2016)
- [MVSNeRF: Fast Generalizable Radiance Field Reconstruction from Multi-View Stereo](https://mlsanity.com/paper/2103.15595/) (2021)
- [IBRNet: Learning Multi-View Image-Based Rendering](https://mlsanity.com/paper/2102.13090/) (2021)
- [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)
- [Point-NeRF: Point-based Neural Radiance Fields](https://mlsanity.com/paper/2201.08845/) (2022)
- [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)
- [Faster Segment Anything: Towards Lightweight SAM for Mobile Applications](https://mlsanity.com/paper/2306.14289/) (2023)
- [3DMatch: Learning Local Geometric Descriptors from RGB-D Reconstructions](https://mlsanity.com/paper/1603.08182/) (2016)
- [GS-SLAM: Dense Visual SLAM with 3D Gaussian Splatting](https://mlsanity.com/paper/2311.11700/) (2023)
- [DynIBaR: Neural Dynamic Image-Based Rendering](https://mlsanity.com/paper/2211.11082/) (2022)
- [NeRF-SLAM: Real-Time Dense Monocular SLAM with Neural Radiance Fields](https://mlsanity.com/paper/2210.13641/) (2022)
- [DeepV2D: Video to Depth with Differentiable Structure from Motion](https://mlsanity.com/paper/1812.04605/) (2018)
- [Co-SLAM: Joint Coordinate and Sparse Parametric Encodings for Neural Real-Time SLAM](https://mlsanity.com/paper/2304.14377/) (2023)
- [Time Will Tell: New Outlooks and A Baseline for Temporal Multi-View 3D Object Detection](https://mlsanity.com/paper/2210.02443/) (2022)
- [NICER-SLAM: Neural Implicit Scene Encoding for RGB SLAM](https://mlsanity.com/paper/2302.03594/) (2023)
- [Point-SLAM: Dense Neural Point Cloud-based SLAM](https://mlsanity.com/paper/2304.04278/) (2023)
- [ESLAM: Efficient Dense SLAM System Based on Hybrid Representation of Signed Distance Fields](https://mlsanity.com/paper/2211.11704/) (2022)
- [ImVoxelNet: Image to Voxels Projection for Monocular and Multi-View General-Purpose 3D Object Detection](https://mlsanity.com/paper/2106.01178/) (2021)

## Built on by (most cited first, 11 of 11)

- [Splat-SLAM: Globally Optimized RGB-only SLAM with 3D Gaussians](https://mlsanity.com/paper/2405.16544/) (2024)
- [DeSiRe-GS: 4D Street Gaussians for Static-Dynamic Decomposition and Surface Reconstruction for Urban Driving Scenes](https://mlsanity.com/paper/2411.11921/) (2024)
- [Towards Generalist Robot Learning from Internet Video: A Survey](https://mlsanity.com/paper/2404.19664/) (2024)
- [Optimizing Diffusion Models for Joint Trajectory Prediction and Controllable Generation](https://mlsanity.com/paper/2408.00766/) (2024)
- [DROID-Splat: Combining end-to-end SLAM with 3D Gaussian Splatting](https://mlsanity.com/paper/2411.17660/) (2024)
- [Joint Pedestrian Trajectory Prediction through Posterior Sampling](https://mlsanity.com/paper/2404.00237/) (2024)
- [A Lesson in Splats: Teacher-Guided Diffusion for 3D Gaussian Splats Generation with 2D Supervision](https://mlsanity.com/paper/2412.00623/) (2024)
- [ARTDECO: Towards Efficient and High-Fidelity On-the-Fly 3D Reconstruction with Structured Scene Representation](https://mlsanity.com/paper/2510.08551/) (2025)
- [MVS-GS: High-Quality 3D Gaussian Splatting Mapping via Online Multi-View Stereo](https://mlsanity.com/paper/2412.19130/) (2024)
- [DIAL-GS: Dynamic Instance Aware Reconstruction for Label-free Street Scenes with 4D Gaussian Splatting](https://mlsanity.com/paper/2511.06632/) (2025)
- [Online 3D Gaussian Splatting Modeling with Novel View Selection](https://mlsanity.com/paper/2508.14014/) (2025)

## Abstract (arXiv)

In this paper, we reimagine volumetric representations through the lens of quadrics. We posit that rigid scene components can be effectively decomposed into quadric surfaces. Leveraging this assumption, we reshape the volumetric representations with million of cubes by several quadric planes, which results in more accurate and efficient modeling of 3D scenes in SLAM contexts. First, we use the quadric assumption to rectify noisy depth estimations from RGB inputs. This step significantly improves depth estimation accuracy, and allows us to efficiently sample ray points around quadric planes instead of the entire volume space in previous NeRF-SLAM systems. Second, we introduce a novel quadric-decomposed transformer to aggregate information across quadrics. The quadric semantics are not only explicitly used for depth correction and scene decomposition, but also serve as an implicit supervision signal for the mapping network. Through rigorous experimental evaluation, our method exhibits superior performance over other approaches relying on estimated depth, and achieves comparable accuracy to methods utilizing ground truth depth on both synthetic and real-world datasets.
