Source-linked AI summary

RRG-SLAM: Real-time Reflection-aware Gaussian SLAM for Indoor Scenes

Yong Liu, Keyang Ye, Zhexi Peng, Ruixian Mei, Kun Zhou, Tianjia Shao

arXiv:2609.34527v1cs.CVcs.GR

TL;DR

Indoor SLAM methods struggle with planar reflections, which challenge diffuse-only scene representations and tracking. RRG-SLAM combines a TSDF and Gaussians with explicit plane-associated reflection modeling and reflection-aware online operations. The authors report improved reconstruction, tracking, and novel-view rendering on reflective indoor scenes while maintaining real-time performance.

  • Problem

    Diffuse-only Gaussian SLAM representations struggle to capture reflected content, and strong reflections can undermine photometric and feature-based tracking in indoor scenes.

    Source: §1 · p. 2
  • Method

    RRG-SLAM separates base scene appearance from plane-associated reflection components in a TSDF-Gaussian representation and performs reflection-aware tracking and reconstruction online.

    Source: §1 · p. 2
  • Results

    Experiments report better reconstruction quality, more robust tracking, and higher-quality novel-view rendering on reflective indoor scenes while maintaining real-time performance.

    Source: §1 · p. 2, §6 · p. 15
  • Takeaways & Limitations

    The system is designed for real-time RGB-D Gaussian SLAM in indoor scenes with planar reflections, while also being evaluated for compatibility with general indoor scenes.

    Source: §1 · pp. 2–3

    The method focuses on planar reflections and cannot explicitly model curved-surface reflections; transparent objects without reliable depth, such as glass, remain challenging.

    Source: §6 · p. 15

Abstract

from arXiv · show

We introduce the first real-time reflection-aware Gaussian SLAM system for indoor scenes. The system features a reflection-aware TSDF-Gaussian hybrid representation that explicitly separates diffuse scene appearance from reflection components. The base scene is modeled by a TSDF volume and a set of base Gaussians capturing geometry and diffuse appearance, while planar reflections are represented by reflection Gaussian groups associated with detected reflective planes. The rendering is performed in three passes: TSDF raycasting first yields surface color, depth, plane IDs and reflection masks; base Gaussians are then rendered order-independently with depth culling and combined with the TSDF output to form the base image; finally, under the guidance of the plane ID map, reflection Gaussians from different reflection groups are rasterized only into their corresponding planar regions to generate the reflection image, which is subsequently composited with the base image via the reflection mask to produce the final output. For online reconstruction, our system first estimates the camera pose through reflection-aware tracking to suppress interference of reflection-dominated regions. It then identifies reflective planes using geometric, semantic, and temporal cues, and fuses the observations into the augmented TSDF volume with reflection-aware attributes. Afterwards the base and reflection Gaussians are initialized, optimized, and pruned online to maintain both reconstruction quality and efficiency. Experiments on a variety of datasets show that our method outperforms existing SLAM systems in reconstruction quality, tracking robustness, and novel-view rendering for indoor environments with reflections, while preserving real-time performance.

1 INTRODUCTION

Strong planar reflections challenge indoor SLAM because diffuse-only Gaussian representations struggle to reconstruct reflected content and reflections can undermine tracking. RRG-SLAM separates base appearance from planar reflections and combines reflection-aware detection, tracking, and online reconstruction.

  • Diffuse-only Gaussian SLAM struggles to represent reflected content, while reflections can corrupt image features and photometric consistency, contributing to drifting errors.The paper identifies planar reflective indoor surfaces as a particular challenge for real-time reconstruction.Source: §1 · p. 2
  • The proposed hybrid representation separates diffuse base appearance from plane-associated reflection components while remaining compatible with online SLAM.The base uses a TSDF volume and base Gaussians; reflection groups model planar reflective effects.Source: §1 · p. 2
  • Reflective planes are identified by combining geometry, semantic categories, and temporal color variance, with repeated detections aggregated across frames.Candidate planes are checked against raycast color variance, and only planes repeatedly identified in a sliding window are accepted.Source: §1 · p. 2
  • Tracking initializes pose with point-to-plane ICP, then refines it using image features outside reflection-dominated regions.The reflection mask is obtained by rendering reflection color and thresholding its intensity.Source: §1 · p. 2
  • The system fuses observations into the TSDF and optimizes and prunes base and reflection Gaussians online; experiments report better reconstruction, tracking, and novel-view rendering while maintaining real-time performance.The evaluation includes self-captured reflective scenes and a synthetic reflective dataset, with public RGB-D benchmarks also used to assess compatibility with general indoor scenes.Source: §1 · pp. 2–3

2 RELATED WORK

Prior RGB-D SLAM and radiance-field methods do not explicitly address reflection-induced appearance variation, while many explicit reflection-reconstruction approaches are offline. RRG-SLAM adapts planar reflection modeling to online RGB-D SLAM.

  • In reflective scenes, appearance variation can destabilize photometric alignment and feature matching, while standard RGB-D SLAM methods do not explicitly model reflections.Gaussian-based SLAM methods also assume diffuse materials, leaving reflected content difficult to represent accurately.Source: §2 · p. 3
  • NeRF-based RGB-D SLAM can improve rendering quality but repeated MLP evaluation and volumetric rendering limit online efficiency; Gaussian methods offer faster rendering.GPS-SLAM combines a TSDF with sparse Gaussians and sorting-free two-pass rendering.Source: §2 · p. 3
  • Existing radiance-field SLAM representations are insufficient for strongly reflective scenes, motivating plane-associated reflection Gaussians alongside TSDF geometry and base Gaussians.The paper presents this extension as better suited to reflective indoor scenes and as benefiting tracking, mapping, and novel-view synthesis.Source: §2 · p. 3
  • Offline reflection methods include environment-map, ray-tracing, and geometry-aware approaches, but their assumptions, computational costs, or reliance on dense multi-view optimization limit direct use in real-time SLAM.The paper positions online reflective-plane detection and tailored reflection-Gaussian initialization as its way to address the online reconstruction gap.Source: §2 · pp. 3–4

3 Reflection-Aware TSDF-Gaussian Hybrid Representation

The representation separates diffuse scene content from plane-induced reflections using a TSDF, base Gaussians, and plane-associated reflection groups. Its rendering pipeline combines TSDF raycasting, depth-culled base-Gaussian rendering, and plane-conditioned reflection rendering.

3.1 Modeling

  • The base representation uses a TSDF for geometry and coarse diffuse appearance, while base Gaussians refine diffuse appearance and TSDF voxels store reflection-aware attributes.The voxel attributes include temporal color variance, reflection strength, and plane ID.Source: §3.1 · p. 4
  • Each detected reflective plane defines a reflection group, and its Gaussians represent reflected appearance as virtual content behind that plane.Reflection Gaussians carry the ID of their associated reflective plane.Source: §3.1 · p. 4
  • Plane-level reflection groups separate reflective appearance from the base scene and allow each group to contribute only to pixels associated with its plane.This organization is intended to prevent reflection-induced artifacts from contaminating diffuse reconstruction.Source: §3.1 · p. 4

3.2 Rendering

  • TSDF raycasting produces color, depth, plane IDs, and a reflection mask; the mask is formed by thresholding reflection strength at 0.5.The plane ID map associates visible pixels with their planar surfaces.Source: §3.2 · p. 4
  • Base Gaussians are rendered with depth culling against the TSDF surface and order-independent accumulation before their color is combined with TSDF color.The accumulated Gaussian attributes can yield color, weight, or depth maps.Source: §3.2 · p. 4
  • Reflection Gaussians are rasterized in one pass, with each group filtered to pixels whose raycast plane ID matches its associated plane, then composited using the reflection mask.This produces a reflection image that is combined with the base image.Source: §3.2 · pp. 4, 6

4 Online Reconstruction Process

The online system combines reflection-aware TSDF reconstruction with incremental Gaussian reconstruction, using reflection-aware tracking and plane identification to guide map updates and Gaussian refinement.

4 Online Reconstruction Process

  • The pipeline estimates poses, identifies reflective planes, and fuses observations into an augmented TSDF before incrementally adding, optimizing, and pruning base and reflection Gaussians.Tracking and TSDF fusion run on each incoming frame, while plane identification and Gaussian optimization run periodically at lower frequencies.Source: §4 · p. 6

4.1.2 Reflection-aware tracking.

  • A two-stage tracker initializes pose with point-to-plane ICP against the TSDF raycast surface, then refines it with ORB features after masking reflection-dominated pixels.The combined geometric initialization and reflection-aware feature refinement is described as enabling robust tracking in strongly reflective indoor scenes.Source: §4.1.2 · p. 6

4.1.3 Reflective plane identification.

  • Reflective-plane candidates combine depth-based plane segmentation with semantic categories, then temporal color variance and repeated detections validate planes.Confirmed planes contribute semantic masks that form a predicted reflection mask fused into the TSDF.Source: §4.1.3 · p. 6

4.1.4 Augmented TSDF fusion.

  • Augmented TSDF fusion tracks voxel color variance, global plane IDs, and reflection strength to support later reflection detection, tracking, and Gaussian initialization.Reflection strength is updated with a sliding average over recent predicted reflection masks.Source: §4.1.4 · p. 7

4.2.1 Gaussian densification.

  • Base Gaussian candidates are pixels with high color error and low existing coverage; their 3D positions are initialized by backprojecting observed depth.Reflection candidates additionally require reflective-region membership, high temporal variance and reconstruction error, and low reflection-Gaussian coverage; their positions are sampled along viewing rays behind the plane.Source: §4.2.1 · p. 7

4.2.2 Gaussian optimization.

  • Gaussian optimization periodically samples recent frames and historical keyframes, jointly refining base and reflection groups with color, depth, and reflection-smoothness losses.The depth weight is 0.2 and reflection smoothness weight is 0.05 in all experiments.Source: §4.2.2 · p. 7

4.2.3 Gaussian pruning.

  • After each optimization round, the system prunes Gaussians by scale and opacity to remove oversmoothing, low-contribution, unstable, or redundant primitives.The pruning is intended to maintain a compact and stable representation during long-term online reconstruction.Source: §4.2.3 · p. 7

5 Experiments

Experiments span self-constructed reflective RIRD scenes, reflective ScanNet++ scenes, and general indoor benchmarks, assessing rendering, tracking, geometry, and efficiency. Results favor RRG-SLAM in reflective settings while showing comparable rendering on Replica and real-time operation.

5.2.1 Rendering quality.

  • RRG-SLAM achieves the best novel-view rendering on RIRD-Syn and ScanNet++ and the best input-view rendering on RIRD-Real; Replica results are comparable.Qualitative comparisons show more coherent reflective appearance across surfaces with varying roughness, while decomposing diffuse base appearance from planar reflections.Source: §5.2.1 · pp. 9–10, Table 1 · p. 10

5.2.2 Tracking accuracy.

  • RRG-SLAM attains the lowest ATE on reflective RIRD-Syn and performs competitively on Replica and TUM-RGBD.On Meeting Room, masked ORB refinement with ICP initialization suppresses reflection interference and yields more stable tracking than the compared methods.Source: §5.2.2 · pp. 10, 12, Table 2 · p. 12

5.2.3 Geometry quality.

  • On RIRD-Syn, RRG-SLAM outperforms other methods in geometry quality; on ScanNet++, its geometry is on par with Gaussian-based SLAM methods.ScanNet++ mapping uses ground-truth poses because consecutive frames can change abruptly.Source: Table 3 · p. 12, §5.2.3 · p. 12

5.2.4 Efficiency analysis.

  • On reflective Meeting Room, RRG-SLAM uses 0.64M Gaussians and reaches 70.5 FPS, while GPS-SLAM uses 2.37M and runs at 51.0 FPS.On non-reflective Replica Office 0, RRG-SLAM adds only negligible overhead compared with GPS-SLAM while achieving comparable rendering quality.Source: Table 4 · p. 12, §5.2.4 · p. 12
  • Semantic segmentation takes 7.04 ms per frame, and pre-mapping totals 10.12 ms versus 14.18 ms for Gaussian mapping; three-pass rendering takes 3.22 ms per frame (310.0 FPS).Pre-mapping can run in parallel with Gaussian mapping, limiting its impact on system speed.Source: §5.2.4 · pp. 12–13, Table 5 · p. 13, Table 6 · p. 13

5.2.5 Reflective plane identification.

  • Combining geometric, semantic, and temporal cues enables the system to localize reflective regions on planar surfaces.The visualized inputs include plane and semantic segmentation maps, TSDF color-variance maps, and predicted reflection masks.Source: §5.2.5 · p. 13, Figure 8 · p. 13

5.3.1 Reflection grouping and rendering.

  • Plane-associated reflection groups improve reflection fidelity, while single-pass plane filtering preserves quality with higher rendering efficiency than separate masked passes.Without plane grouping, reflections appear dimmer and blurrier.Source: §5.3.1 · pp. 13–14, Table 7 · p. 14

5.3.2 Reflection-aware tracking.

  • On RIRD-Syn, unmasked ORB refinement raises ATE from 0.56 to 1.21, whereas reflection-aware masking reduces it to 0.31; on Meeting Room, removing masking leaves visible drift.The full model uses masked ORB-based refinement after ICP initialization.Source: §5.3.2 · p. 14, Table 8 · p. 14, Figure 10 · p. 14

6 Conclusion

RRG-SLAM combines a reflection-aware TSDF-Gaussian representation with online reconstruction and reports improved reconstruction, tracking, and novel-view rendering for reflective indoor scenes. Its current scope is planar reflections; curved reflections and transparent objects without reliable depth remain challenging.

  • The system separates base scene geometry and diffuse appearance from plane-associated reflection components using a reflection-aware TSDF-Gaussian hybrid representation.Source: §6 · pp. 14–15
  • The temporal color variance threshold ablation on RIRD-Syn Room 2 reports PSNR, SSIM, and LPIPS across threshold values.Source: Table 10 · p. 15
  • Across self-captured reflective scenes, a synthetic reflective dataset, and public RGB-D benchmarks, the method reports better reconstruction, tracking robustness, and novel-view rendering while maintaining real-time performance.Source: §6 · p. 15
  • Planar reflections are the method’s focus; it cannot explicitly model curved-surface reflections, and transparent objects without reliable depth remain challenging.The authors identify curved reflective surfaces, transparent materials, and more general non-Lambertian effects as future directions.Source: §6 · p. 15

A Dataset details

The evaluation includes a self-collected real-world reflective indoor RGB-D dataset and a synthetic RGB-D dataset, both rendered or captured at 1280×720.

  • RIRD-Real is a self-collected real-world indoor RGB-D dataset with reflective materials and objects, including glossy floors, tables, and TVs, at 1280×720 resolution.Source: A Dataset details · p. 17
  • RIRD-Syn is a Blender-rendered synthetic RGB-D dataset at 1280×720 for quantitative novel-view synthesis and tracking evaluation; two reflective ScanNet++ scenes are also included at 876×584.Source: A Dataset details · p. 17

B Implementation Details

Implementation settings define online update schedules and Gaussian management, while temporal color variation and globally maintained planes support reflective-region verification and association. Semantic masks propose reflective-plane candidates, which are then temporally verified.

B Implementation Details

  • Reflective-plane identification and Gaussian optimization run every 10 frames, using two recent frames and seven sampled keyframes; densification uses color-error thresholds of 0.05 for both Gaussian types.Base and reflection Gaussian weight thresholds are 3 and 0.5, respectively; TSDF voxels are 1 cm in the Meeting Room and 0.5 cm elsewhere.Source: B Implementation Details · p. 17
  • Gaussian pruning removes elements below the opacity threshold or outside the scale range; base thresholds are 0.005, 0.003, and 0.1, versus 0.005, 0.005, and 0.2 for reflections.Source: B Implementation Details · p. 17

C TSDF Color Variance Update

  • Per-voxel color intensity statistics use a Welford-style online update to maintain temporal variance alongside the fused RGB color.New RGB observations are normalized to [0, 1] and converted to scalar intensity.Source: C TSDF Color Variance Update · p. 17
  • Raycast variance is interpolated from neighboring voxels, and pixels above the predefined variance threshold mark unstable regions used for reflective-plane verification and reflection Gaussian initialization.Source: C TSDF Color Variance Update · p. 17

D Global Plane Maintenance

  • Local planes are registered into a global table; duplicate instances can be merged, and canonical IDs keep associations consistent for reflection rendering and initialization.Source: D Global Plane Maintenance · p. 18
  • Global plane association combines normal-angle and point-to-plane tests with spatial footprints and overlap, IoU, or gap criteria to distinguish separate coplanar instances.Source: D Global Plane Maintenance · p. 18

E Grounded SAM2 Settings

  • Grounded SAM2 uses predefined semantic prompts to produce masks that generate reflective-plane candidates only, before temporal reflection verification.The prompts include floor, table, vending machine, closet, wall art, TV, and whiteboard.Source: E Grounded SAM2 Settings · p. 18

F More Results

The supplementary results provide per-scene tracking accuracy comparisons across reflective and general indoor scenes, reporting absolute trajectory error for the evaluated sequences.

  • The per-scene tracking comparison includes ORB-SLAM2, BundleFusion, SplaTAM, RTG-SLAM, GauS-SLAM, GS-ICP SLAM, and GPS-SLAM.Source: §F.1 · p. 18
  • ATE results are reported for each evaluated sequence in RIRD-Syn, TUM-RGBD, and Replica, alongside averaged tracking results from the main paper.Source: §F.1 · p. 18
  • The detailed comparisons cover reflective and general indoor scenes to provide a per-scene view of tracking robustness.Source: §F.1 · p. 18

F.2 Per-scene Rendering Quality

Supplementary material gives per-scene rendering-quality comparisons across four datasets; the ScanNet++ table reports PSNR, SSIM, and LPIPS for two selected reflective scenes and their average.

  • Tables 6–9 report per-scene rendering quality for ScanNet++, RIRD-Syn, RIRD-Real, and Replica, complementing the main paper’s averaged results.Source: §F.2 · p. 18
  • The ScanNet++ table compares novel-view rendering quality on selected reflective scenes using PSNR, SSIM, and LPIPS.Source: Table 6 · p. 19
  • The ScanNet++ results include scores for each of two scenes and an average across both.Source: Table 6 · p. 19

F.3 Tracking Error Visualization on RIRD-Syn

The visualization reports more accurate tracking and higher-quality mesh reconstruction for RRG-SLAM, alongside explanations of reflection-related tracking behavior in competing systems.

F.3 Tracking Error Visualization on RIRD-Syn

  • GPS-SLAM’s TSDF-based ICP is unaffected by reflection artifacts, while reflections disturb GS-ICP SLAM’s Gaussian-map optimization and GauS-SLAM’s color-and-depth pose estimation.Source: §F.3 · p. 19
  • Per-scene tables compare PSNR, SSIM, and LPIPS for RIRD-Syn, RIRD-Real, and Replica; the RIRD-Syn table also reports averages across three scenes.Source: Table 7 · p. 19, Table 8 · p. 20, Table 9 · p. 20
  • RRG-SLAM achieves more accurate tracking and higher-quality mesh reconstruction in the RIRD-Syn reflective scenes.Source: §F.3 · p. 20
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