Gaussian Splatting XR Space Reconstruction & Localization
XR space reconstruction and indoor localization implemented and validated via 360° video and RGB-D SLAM.
Overview
- Period: May 2026 – Jul 2026 (K3I)
- Gaussian Splatting-based XR space reconstruction implemented and validated in two ways — 360° video and RGB-D SLAM
- One capture produces a photoreal 3D space asset, plus indoor localization

Self-captured lobby — 360° Gaussian Splatting free-viewpoint render
① 360° video reconstruction
- Insta360 footage → OpenSfM camera poses → MVS dense point cloud → Gaussian initialization
- MVS dense initialization instead of sparse points: held-out PSNR +2.3 dB, most floaters removed
- Two self-captured scenes: SfM registration 142/142 · 149/149, test PSNR 19.70 / 19.99 dB

OpenSfM/MVS dense point cloud and camera trajectory
② RGB-D SLAM × Gaussian Splatting
- ORB-SLAM3 (pose, loop closure, relocalization) and gsplat (rendering) kept separate, sharing frozen SLAM poses
- Both maps derive from the same SLAM poses → one coordinate frame, no alignment step
- A single RGB-D recording yields the 3D asset and indoor localization together

Camera pose and localization inside the Gaussian map
| Validation | Result |
|---|---|
| Pose accuracy (TUM fr1/desk, ATE) | 1.89 cm (COLMAP baseline 2.04 cm) |
| Own RGB-D asset quality | 27.96 dB PSNR |
| Global relocalization | 100% |
| Feature-PnP localization | 62.8 FPS (CPU) |
| Rendering | 123 FPS (2M Gaussians, 1280×720) |

Global localization 40/40 across the full 28.8 m map
3D Gaussian Splatting · gsplat · ORB-SLAM3 · OpenSfM · MVS · RealSense D455 · Insta360 · PyTorch · CUDA · WebGL
Code: github.com/ingon1026/xr-splat · github.com/ingon1026/360-gaussian-splatting (fork contribution) · Demo: HF xr-splat-demo · HF 360gs-walkthroughs