Monocular panoramic SLAM benefits from substantial visual overlap under large camera rotations, yet remains prone to errors caused by camera tilt, scale drift, and false loop closures. We show that a frozen panoramic geometry foundation model provides useful internal cues beyond its explicit geometric outputs: intermediate tokens encode gravity in the camera frame, while cross-view attention provides a compatibility cue for potential revisits. Building on these cues, we present HALO-SLAM. A gravity readout enables IMU-free spherical upright canonicalization. For loop closure, we introduce a cost-aware three-stage cascade combining DBoW2 event-level retrieval, attention-based compatibility filtering, and dense geometric validation through symmetric submap augmentation. Accepted revisits yield pixel-aligned 3D--3D correspondences in both local gauges, from which robust $\mathrm{Sim}(3)$ constraints are estimated and jointly optimized with sequential constraints in a global pose graph. Across 125 sequences from five real-world panoramic benchmarks, our method achieves \textbf{100\%} sequence success (\textbf{125/125}) under the stated criterion and the lowest ATE among the evaluated methods on all five benchmarks, reducing ATE by \textbf{30--88\%} relative to the best ERP-native baseline on each benchmark.
Recent conditional video generation models have shown promising potentials to transform 3D engine renderings, such as depth maps and untextured geometry, into photorealistic videos for gaming and immersive content creation. These applications require long-horizon auto-regressive generation that continuously synthesizes new frames while preserving a persistent 3D world. Auto-regressive generators synthesize video chunk by chunk with a bounded KV cache, so when the camera revisits a location after its context has been evicted, the model often regenerates inconsistent appearance, even though the conditioning renderings (e.g., depth) remain perfectly aligned with the underlying geometry. We address this revisit inconsistency without any post-training by exploiting correspondences the 3D engine already provides: temporal correspondence retrieves pose-matched historical latent chunks into the KV cache as loop-closure memory, while spatial correspondence from camera pose and depth reprojection biases token-level attention toward geometrically corresponding regions of the retrieved chunks. We demonstrate our method on loop-closure trajectories mined from TartanAir and TartanGround dataset to mirror complicate real-world application scenarios, where it outperforms existing training-free baselines on revisit consistency without losing overall video quality. Project Page: https://wenchao-m.github.io/ClosetheLoop.github.io/
Andreas Meuleman, Linus Franke, Boris Zhestiankin +2cs.CV
3D Gaussian Splatting (3DGS) has become the method of choice for reconstructing and real-time rendering of captured scenes. To capture a scene with good visual quality, continuous image sequences are usually combined with out-of-order shots for better scene coverage. Structure from motion can reconstruct such captures, but only after they are all available and often with high computational cost. Incremental reconstruction methods -- often derived from SLAM solutions -- provide immediate feedback, but cannot handle the out-of-order capture we require. We provide the first immediate feedback solution for such radiance field capture that provides global consistency. We first introduce a method for fast matching in out-of-order sequences, by repurposing visual place recognition models and a covisibility graph, and provide an efficient way to find highly connected keyframes, improving quality even for ordered sequences. We show how these steps -- together with GPU optimization and careful Gaussian primitive placement -- provide fast local reconstruction, in our challenging radiance field reconstruction case. We then introduce a novel cluster-based method, again using the covisibility graph, to provide efficient loop closure that does not require sequential input. Finally, to handle large scenes in our context, we introduce a progressive hierarchy that allows our method to scale to large environments, without compromising efficiency. Our results show we provide immediate feedback 3DGS reconstruction with good visual quality in several datasets, with up to thousands of input images.
Spiking Neural Networks (SNNs) trained through unsupervised Spike-Timing-Dependent Plasticity (STDP) have been explored as solutions to visual loop closure problems, driven by the prospect of efficient on-device inference on neuromorphic devices. State-of-the-art STDP-based models deliver high classification accuracy but fail to reach the high Recall at 100% Precision (R@100P) needed for reliable autonomous navigation. We present a discrete, tensor-native implementation of the STDP-based SNN-VPR pipeline using PyTorch with snnTorch and evaluate it on a 100-place Nordland dataset using 15 independently-trained networks. The contribution of three decisions in the implementation is investigated. First, we show how to perform neuron assignment with a closed-form, deterministic tensor pipeline and show that it provides significantly higher R@100P than a standard argmax procedure. However, some of this gain comes from implementation differences compared to prior continuous-time models, which we measure independently. Second, ablation in isolation shows that state reset after each query helps improve R@100P regardless of the way neurons are assigned. Third, velocity-compensated sliding window aggregation over k consecutive frames reaches R@100P = 100.00% at k = 5 for constant-velocity traversal and an additional 0.20 ms latency. Taken together, these findings show the impact of inference stage design decisions in STDP-based SNN-VPR on recall precision, although the separate contribution of each mechanism and implementation differences is only partially disentangled and needs further examination.