aiqbench analysis
This research addresses a critical gap in embodied AI by enabling real-time Simultaneous Localization and Mapping (SLAM) for robots operating in extreme low-light conditions where signal approaches sensor noise levels. The authors present SYS, a feed-forward pipeline optimized for embedded hardware like the Jetson AGX Orin that significantly reduces energy consumption and memory usage while filtering out uninformative tracking failures common in existing systems.
Noctif3R: Feed-Forward Monocular Real-Time SLAM for Photon-Limited Scenes on Embedded Hardware
arXiv:2609.21114v1 Announce Type: new Abstract: Robots carrying out tasks in dark environments need to localize from a single RGB camera, in light so low that the per-pixel signal approaches the sensor's own noise, on a power-constrained onboard computer, in real time. Each of these constraints has matured pipelines, but the intersection does not. Offline low-light reconstruction now recovers structure below -4 dB but is far too slow to run in real time, while the real-time monocular systems a robot can actually carry (DROID-SLAM, DPV-SLAM, etc.) degrade or fail when SNR gets low. We measured how they fail: across the nine lowest darkness levels of our scenes, DROID-SLAM returns a full-length trajectory carrying no information about the camera's motion on all nine, VGGT-SLAM and CUT3R on eight, pi^3 on seven, and DPV-SLAM on four. We present SYS, a monocular pipeline built on a low-light feed-forward pointmap front end with an explicit match gate, which returns three tracked trajectories and no uninformative ones, at the lowest error of any method where it tracks (24-47% of the no-information ceiling against 56-73% for the strongest baseline), and at the narrowest coverage. On a real robot video take in which 86.5% of delivered frames are entirely black, every configuration of ours stops after the lit beginning, while DROID-SLAM and DPV-SLAM each emit a pose for all 1178 frames. Our method contribution is an embedded execution path for the Jetson AGX Orin: running the map, keyframes and backend at 384 pixels with tracking at 256, together with two fixes to the per-frame pose solve, is a replicated Pareto improvement, 1.28x throughput at 0.964x error on one scene and 1.42x at 0.68x on a second, with 47% less peak GPU memory and 29% less energy per pose. We evaluate on a calibrated, bit-exact regenerable noise ladder, on relabelled real-world dark exposures, and on a new dark-room video ladder recorded from a Boston Dynamics Spot robot.
Abstract:Robots carrying out tasks in dark environments need to localize from a single RGB camera, in light so low that the per-pixel signal approaches the sensor's own noise, on a power-constrained onboard computer, in real time. Each of these constraints has matured pipelines, but the intersection does not. Offline low-light reconstruction now recovers structure below -4 dB but is far too slow to run in real time, while the real-time monocular systems a robot can actually carry (DROID-SLAM, DPV-SLAM, etc.) degrade or fail when SNR gets low. We measured how they fail: across the nine lowest darkness levels of our scenes, DROID-SLAM returns a full-length trajectory carrying no information about the camera's motion on all nine, VGGT-SLAM and CUT3R on eight, pi^3 on seven, and DPV-SLAM on four. We present SYS, a monocular pipeline built on a low-light feed-forward pointmap front end with an explicit match gate, which returns three tracked trajectories and no uninformative ones, at the lowest error of any method where it tracks (24-47% of the no-information ceiling against 56-73% for the strongest baseline), and at the narrowest coverage. On a real robot video take in which 86.5% of delivered frames are entirely black, every configuration of ours stops after the lit beginning, while DROID-SLAM and DPV-SLAM each emit a pose for all 1178 frames. Our method contribution is an embedded execution path for the Jetson AGX Orin: running the map, keyframes and backend at 384 pixels with tracking at 256, together with two fixes to the per-frame pose solve, is a replicated Pareto improvement, 1.28x throughput at 0.964x error on one scene and 1.42x at 0.68x on a second, with 47% less peak GPU memory and 29% less energy per pose. We evaluate on a calibrated, bit-exact regenerable noise ladder, on relabelled real-world dark exposures, and on a new dark-room video ladder recorded from a Boston Dynamics Spot robot.
Robotics (cs.RO)
arXiv:2609.21114 [cs.RO]
(or arXiv:2609.21114v1 [cs.RO] for this version)
https://doi.org/10.48550/arXiv.2609.21114 Focus to learn more arXiv-issued DOI via DataCite (pending registration)
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Full text under the publisher's open licence · 406 words
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