# query_quantized_neural_slam__c20fbaf1.pdf Query Quantized Neural SLAM Sijia Jiang, Jing Hua*, Zhizhong Han Department of Computer Science, Wayne State University, Detroit, MI, USA sijiajiang@wayne.edu, jinghua@wayne.edu, h312h@wayne.edu Neural implicit representations have shown remarkable abilities in jointly modeling geometry, color, and camera poses in simultaneous localization and mapping (SLAM). Current methods use coordinates, positional encodings, or other geometry features as input to query neural implicit functions for signed distances and color which produce rendering errors to drive the optimization in overfitting image observations. However, due to the run time efficiency requirement in SLAM systems, we are merely allowed to conduct optimization on each frame in few iterations, which is far from enough for neural networks to overfit these queries. The underfitting usually results in severe drifts in camera tracking and artifacts in reconstruction. To resolve this issue, we propose query quantized neural SLAM which uses quantized queries to reduce variations of input for much easier and faster overfitting a frame. To this end, we quantize a query into a discrete representation with a set of codes, and only allow neural networks to observe a finite number of variations. This allows neural networks to become increasingly familiar with these codes after overfitting more and more previous frames. Moreover, we also introduce novel initialization, losses, and argumentation to stabilize the optimization with significant uncertainty in the early optimization stage, constrain the optimization space, and estimate camera poses more accurately. We justify the effectiveness of each design and report visual and numerical comparisons on widely used benchmarks to show our superiority over the latest methods in both reconstruction and camera tracking. Introduction Neural implicit representations have made huge progress in simultaneous localization and mapping (SLAM) (Zhu et al. 2022, 2023; Wang, Wang, and Agapito 2023; Sucar et al. 2021; Stier et al. 2023). These methods represent geometry and color as continuous functions to reconstruct smooth surfaces and render plausible novel views, which shows advantages over point clouds in classic SLAM systems (Koestler et al. 2022). Current methods learn neural implicits in a scene by rendering them into RGBD images through volume rendering and minimizing the rendering errors to ground truth observations. To render color (Wang *Corresponding author: Jing Hua Copyright 2025, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved. et al. 2021), depth (Yu et al. 2022), or normal (Wang et al. 2022) at a pixel, we query neural implicit representations for signed distances or occupancy labels and color at points sampled along a ray, which are integrated based on volume rendering equations. We usually use coordinates, positional encodings, or other features as the input of neural implicit representations (Peng et al. 2020; M uller et al. 2022; Rosu and Behnke 2023; Li et al. 2023b), which we call a query. Queries are continuous vectors which allow neural networks to generalize well on unseen queries that are similar to the ones seen before. Continuity is good for generalization but also brings huge variations for neural networks to overfit. Neural networks need to see these queries or similar ones lots of times so that they can infer and remember attributes like geometry and color at these queries, which takes significant time. However, this runtime efficiency does not meet the requirement of SLAM systems. What is more critical is that we are only allowed to conduct optimization on current frame in merely few iterations, and no beyond frames are observable. Underfitting on these queries results in huge drifts in camera tracking and artifacts on reconstructions. Therefore, how to query neural implicit representations to make overfitting more efficiently in SLAM is still a challenge. To overcome this challenge, we introduce query quantized neural SLAM to jointly model geometry, color, and camera poses from RGBD images. We learn a neural singed distance function (SDF) to represent geometry in a scene through rendering the SDF with a color function to overfit image observations. We propose to quantize a query into a discrete representation with a set of codes, and use the discrete query as the input of neural SDF, which significantly reduces the variations of queries and improves the performance of reconstruction and camera tracking. Our approach is to make neural networks become increasingly familiar to these quantized queries after overfitting more and more previous frames, which leads to faster and easier convergence at each frame. We provide a thorough solution to discretize queries like coordinates, positional encodings, or other geometry features for overfitting each frame more effectively. Moreover, to support our quantized queries, we also introduce novel initialization, losses, and augmentation to stabilize the optimization with huge uncertainty in the very beginning, constrain the optimization space, and estimate The Thirty-Ninth AAAI Conference on Artificial Intelligence (AAAI-25) camera poses more accurately. We evaluate our methods on widely used benchmarks containing synthetic data and real scans. Our numerical and visual comparisons justify the effectiveness of our modules, and show superiorities over the latest methods in terms of accuracy in scene reconstruction and camera tracking. Our contributions are summarized below. 1. We present query quantized neural SLAM for joint scene reconstruction and camera tracking from RGBD images. We justify the idea of improving SLAM performance by reducing query variations through quantization. 2. We present novel initialization, losses, and augmentation to stabilize the optimization. We show that the stabilization is the key to make quantized queries work in SLAM. 3. We report state-of-the-art performance in scene reconstruction and camera tracking in SLAM. Related Work Neural implicit representations achieve impressive results in various applications (Guo et al. 2022; Rosu and Behnke 2023; Li et al. 2023b; M uller et al. 2022; Ma et al. 2023; Zhou et al. 2024; Chen, Liu, and Han 2024; Noda et al. 2024). With supervision from 3D annotations (Liu et al. 2021; Tang et al. 2021; Chen, Liu, and Han 2024), point clouds (Atzmon and Lipman 2021; Chen, Liu, and Han 2022, 2023b; Ma et al. 2023; Chen, Liu, and Han 2023a), or multi-view images (Fu et al. 2022; Guo et al. 2022; Zhang et al. 2024; Zhang, Liu, and Han 2024), neural SDFs or occupancy functions can be estimated using additional constraints or volume rendering. Multi-view Reconstruction. Classic multi-view stereo (MVS) (Sch onberger and Frahm 2016; Sch onberger et al. 2016) uses photo consistency to estimate depth maps but struggles with large viewpoint variations and complex lighting. Space carving (Laurentini 1994) reconstructs 3D structures as voxel grids without relying on color. Recent methods leverage neural networks to predict depth maps using depth supervision (Yao et al. 2018; Koestler et al. 2022) or multi-view photo consistency (Zhou et al. 2017). Neural implicit representations have gained popularity for learning 3D geometry from multi-view images. Early works compared rendered outputs to masked input segments using differentiable surface renderers (Niemeyer et al. 2020; Sun et al. 2021). DVR (Niemeyer et al. 2020) and IDR (Yariv et al. 2020) model radiance near surfaces for rendering. Ne RF (Mildenhall et al. 2020) and its variants (Park et al. 2021; M uller et al. 2022; Sun et al. 2021) combine geometry and color via volume rendering, excelling in novel view synthesis without masks. UNISURF (Oechsle, Peng, and Geiger 2021) and Neu S (Wang et al. 2021) improve on this by rendering occupancy functions and SDFs. Further advancements integrate depth (Yu et al. 2022; Azinovi c et al. 2022; Zhu et al. 2022), normals (Wang et al. 2022; Guo et al. 2022), and multi-view consistency (Fu et al. 2022) to enhance accuracy. Depth images play a key role by guiding ray sampling (Yu et al. 2022) or providing rendering supervision (Yu et al. 2022; Lee et al. 2023), enabling more precise surface estimation. Neural SLAM. Early work employed neural networks to learn policies for exploring 3D environments. More recent methods (Zhang et al. 2023; Xinyang et al. 2023; Teigen et al. 2023; Sandstr om et al. 2023) learn neural implicit representations from RGBD images. i MAP (Sucar et al. 2021) uses an MLP as the only scene representation in a realtime SLAM system. NICE-SLAM (Zhu et al. 2022) presents a hierarchical scene representation to reconstruct large scenes with more details. Its following work NICER-SLAM (Zhu et al. 2023) uses monocular geometric cues instead of depth images as supervision. Co-SLAM (Wang, Wang, and Agapito 2023) jointly uses coordinate and sparse parametric encodings to learn neural implicit functions. Segmentation priors (Kong et al. 2023; Haghighi et al. 2023) also show their ability to improve the performance of SLAM. Also, v MAP (Kong et al. 2023) represents each object in the scene as a neural implicit in a SLAM system. Depth fusion is also integrated with neural SDFs as a prior for more accurate geometry modeling in SLAM (Hu and Han 2023). Neural Representations with Vector Quantization. Vector quantization, first introduced in VQ-VAE (Oord, Vinyals, and Kavukcuoglu 2017) for image generation, has been applied in binary neural networks (Gordon et al. 2023), data augmentation (Wu et al. 2022), compression (Dupont et al. 2022), novel view synthesis (Yang et al. 2023b), point cloud completion (Fei et al. 2022), image synthesis (Gu et al. 2022), and 3D reconstruction/generation using Transformers or diffusion models (Corona-Figueroa et al. 2023; Li et al. 2023a). Unlike these approaches, we quantize input queries to approximate continuous representations for SLAM systems, addressing runtime efficiency and visibility constraints during optimization. Unlike Gaussian splattingbased SLAM methods (Keetha et al. 2024; Matsuki et al. 2024; Huang et al. 2024b,a; Yu, Sattler, and Geiger 2024), our approach focuses on recovering high-fidelity SDFs. Method Overview. Following previous methods (Wang, Wang, and Agapito 2023; Zhu et al. 2022; Hu and Han 2023), our neural SLAM jointly estimates geometry, color and camera poses from J frames of RGBD images I and D. Our SLAM estimates camera poses Oj for each frame j, and infers an SDF fs and a color function fc which predict a signed distance s = fs( q) and a color c = fc( q) for an quantized query q. q is quantized from its continuous representation q, which is not limited to a coordinate p but also includes its positional encoding h(p), geometry feature g(p), and interpolation from fused depth prior t(p). Fig. 1 illustrates our framework. Starting from a continuous query q, we first quantize it into a quantized query q, which is the input to our neural implicit representations including SDF fs and color function fc, predicting a signed distance s and a color c. We accumulate signed distances and colors at queries sampled along a ray into a rendered color and a depth through volume rendering. We tune fs, fc, and {Oj} by minimizing rendering errors. After the optimization, we extract the zero-level set of fs as the surface of the scene using the marching cubes algorithm (Lorensen and Cline 1987). Grid Center TSDF Interpolation Multi-Scale Hash Table Interpolation Positional Encoding Quantized Coordinate p h(p) t(p) 3D Coordinate Query Quantization Continous Coordinate p Query Quantization Query Quantization Query Quantization Query Quantization Signed Distance Color Function Current Frame Volume Rendering Rendered RGB Rendered Depth Camera Tracking Geometry Feature Figure 1: Overview of our method. We first quantize continuous queries q into q (left) which are then leveraged in volume rendering for camera tracking and scene mapping. Coordinate Quantization. For the coordinate p of a query q, we directly discretize p as its nearest vertex on an extremely high resolution 3D grid, such as 128003, which becomes a quantized coordinate p. We use coordinate quantization (Jiang, Hua, and Han 2023) to reduce the coordinate variations, preserve contentiousness, and stabilize the optimization with high frequency postional encodings. Moreover, we use one-blob encoding (M uller et al. 2019) along with the quantized coordinates p as the positional encoding h( p). We denote h( p) as h p for simplicity in the following. Geometry Feature Quantization. We follow Instant NGP (M uller et al. 2022) to build up a multi-resolution hash-based feature grid θg as geometry features in the scene. We put learnable features at vertices on the multi-resolution grid, and use the trilinear interpolation to get a geometry feature g(p) at the location p of query q. We normalize the length of g(p) to be 1 to balance the importance of different features that are used to update the same discrete code. Following VQ-VAE (Oord, Vinyals, and Kavukcuoglu 2017), we maintain a set of B learnable codes {eb}b=B b=1 , and quantize each geometry feature g(p) into one of the codes by the nearest neighbor search using a L2 norm as a metric, e p = argmin{eb} ||eb g(p)||2 2, (1) where we denote the nearest code to g(p) in the codebook as e p. After each iteration, we normalize the length of each code to be 1 to make codes comparable with each other. Codebook Initialization. Our preliminary results show that the initialization of B codes really matters. Different from using relatively clean point clouds as supervision (Yang et al. 2023a), random initialization using uniform or Gaussian distributions for each code brings more uncertainties when there are already lots uncertainties in SDF fs, color function fc, and the estimated camera poses in the very beginning. These uncertainties cause unstable optimization which results in large drifts in camera tracking that is hard to be corrected in the following optimization iterations. We found that using Bernoulli distribution to initialize entries to either 0 or 1 in each code can significantly constrain changes on these codes, and stabilize the optimization, eb Bernoulli(0.5). (2) Quantization of Additional Geometry Priors. It has shown that using additional geometry priors as a part of input can improve the reconstruction accuracy in SLAM (Hu and Han 2023). It uses a signed distance t(p) at location p as a part of input. t(p) is a scalar interpolated from a TSDF grid θt which is incrementally fused from input depth images. We simply quantize t(p) by using quantized coordinates p for the interpolation from θt. The quantized signed distance interpolation is denoted as t p. Quantized Queries. To sum up, for a continuous query q formed by coordinate p, positional encoding h(p), geometry feature g(p), and TSDF interpolation t(p), we quantize q into a discrete representation, q = [ p, h p, e p, t p]. (3) Volume Rendering. We follow Ne RF to do volume rendering at current frame j, we render a RGB image Ij and a depth image Dj. This produces rendering errors in terms of RGB color and depth to the input Ij and Dj, which drives the optimization to minimize. With the estimated camera poses Oj, we shoot a ray Rk at a randomly sampled pixel on view Ij. Rk starts from the camera origin o and points a direction of r. We sample N points along the ray Rk using stratified sampling and uniformly sample near the depth, where each point is sampled at pn = o + dnr and dn corresponds to the depth value of pn on the ray, where each location pn indicates a query qn. We quantize each query qn into qn using Eq. 3. Then, the SDF fs and the color function fc predict a signed distance sn = fs( q) and a color cn = fc( q). Following Neural RGBD (Azinovi c et al. 2022), we use a simple bell-shaped function formed by the product of two Sigmoid functions δ to transform signed distances sn into volume density wn, wn = δ(sn/t)δ( sn/t), (4) where t is the truncation distance. With wn, we render RGB Ij and depth Dj images by blending alpha, Ij(k) = 1 PN n =1 wn n =1 wn cn , Dj(k) = 1 PN n =1 wn n =1 wn dn . (5) Loss Function. With estimated camera poses, we evaluate the rendering errors at K rays on the rendered Ij and Dj, j,k=1 ||Ij(k) Ij(k)||2 2, j,k=1 ||Dj(k) Dj(k)||2 2. (6) With the input depth Dj, we can also impose two constraints on the predicted signed distances in the free space between the camera and the surface and area near the surface. We use a threshold tr of signed distances to set up a bandwidth around a surface. For queries outside the bandwidth, we truncate their signed distances into either 1 or 1. Thus, an empty space loss Ls is used to supervise the predicted signed distances Ls = P n,k,j ||sn tr||2 2. Moreover, we approximate the signed distances at queries qn within the bandwidth as dn d n, where dn is the depth observation at the pixel on Dj and d n is the depth at query qn. Thus, Ls = P n,k,j ||sn (dn d n)||2 2 can be used to supervise the predicted signed distances sn. To learn the B codes {eb}, we impose two constraints. One is that we push the code e p that the geometry feature g(p) matches in Eq. 1 to be similar to g(p). We use a MSE, Lg = ||sg[e p] g(p)||2 + λ||e p sg[g(p)]||2, (7) where sg stands for the stop gradient (Oord, Vinyals, and Kavukcuoglu 2017) operator. The key idea behind stop gradient is to decouple the training of the SDF fs, color function fc from the training of B codes. We use λ = 0.1 in all our experiments.The other is that we diversify the B codes {eb} to prevent them from going to the same point in the feature space using a diverse loss Le = PB b PB b ||eb eb ||2. Our loss function L includes all loss terms above. We jointly minimize all loss terms with balance weights α, β, γ, ζ and η below, min fs,fc,{eb},θg LI + αLD + βLg γLe + ζ Ls + ηLs . (8) Details in SLAM. With RGBD input, we jointly estimate camera poses for each frame and infer the SDF fs to model geometry. For camera tracking, we first initialize the pose of current frame using a constant speed assumption, which provides us a coarse pose estimation according to poses of previous frames. We use the coarse pose estimation to shoot rays and render RGB and depth images. We minimize the same loss function in Eq. 8 by only refining the camera poses and keeping other parameters fixed. We refine camera poses and other parameters at the same time in a bundle adjustment procedure every 5 frames, where we also add the pose Acc.[cm] Comp.[cm] Comp. Ratio NICE-SLAM 21.46 7.39 60.89 DF Prior 22.91 8.26 52.08 Co-SLAM 36.89 5.75 68.46 Ours 39.67 5.09 69.89 Table 1: Reconstruction comparisons on Scan Net. Figure 2: Reconstruction comparisons on Synthetic RGBD. of current frame as one additional parameter in Eq. 8. For reconstruction, we render rays from the current view and key frames in each batch. Instead of key frame images, we follow Co-SLAM to store rays randomly sampled 5% of all pixels from each key frame in a key frame ray list. This allows us to insert new key frames more frequently and maintain a larger key frame coverage. We select a key frame very 5 frames. With the estimated camera poses, we incrementally fuse input depth images Dj into a TSDF grid θt in a resolution of 256. We do trilinear interpolation on θt to obtain the prior interpolation t(p) at a query q. Augmentation of Geometry Priors. Although depth fusion priors (Hu and Han 2023) show that the TSDF θt can improve the reconstruction accuracy in SLAM, we found that the interpolation t p of geometry priors significantly degenerate the performance in our preliminary results. Our analysis shows that the neural networks learn a shortcut from the input to the output, which directly maps the geometry prior t p as the predicted signed distance at most queries, ignoring any geometry constraints like camera poses. The reason why it works well with depth fusion priors is that it predicts occupancy probabilities but not signed distances, which differentiates the input from the output. To resolve this problem, we introduce a simple augmentation to manipulate the geometry prior interpolation t p through a linear transformation. We use t p tanh(t p) to make interpolated geometry priors shift away from the original TSDF but still in the comparable range of [ 1, 1]. Implementation Details. For query sampling, we sample N = 43 queries per ray, including 32 uniformly sampled and 11 near-surface sampled. We use B = 128 codes for vector quantization and a 2563 TSDF resolution with a truncated threshold tr = 10 voxel size near surfaces. Following DP Prior, we incrementally fuse a TSDF using coarsely estimated camera poses. Rays are sampled for volume rendering, and depth fusing is redone with refined poses for the next frame. Loss parameters are set as t = 0.1, α = 0.02, β = 0.06, γ = 0.0001, ζ = 200, η = 2. Experiments and Analysis Datasets. We evaluate our method on real-world indoor scenes from 4 datasets and 8 synthetic Replica (Straub et al. 2019) scenes following Co-SLAM. Additionally, we assess Nice-SLAM DFPrior Co-SLAM Ours Figure 3: Visual comparisons on Replica. Figure 4: Visual comparisons in camera tracking on Scan Net and Replica. Co-SLAM Ours Figure 5: Visual comparison in reconstruction on Scan Net. Scene ID 0000 0059 0106 0169 0181 0207 Avg. i MAP 55.95 32.06 17.50 70.51 32.10 11.91 36.67 NICE-SLAM 8.64 12.25 8.09 10.28 12.93 5.59 9.63 Co-SLAM 7.18 12.29 9.57 6.62 13.43 7.13 9.37 Ours 6.99 9.47 8.82 6.48 13.30 5.86 8.49 Table 2: ATE RMSE(cm) comparisons on Scan Net. reconstruction quality on 7 noisy scenes from Synthetic RGBD (Rajpal et al. 2023) and compare our reconstruction and camera tracking accuracy to SOTAs on 6 scenes from NICE-SLAM (Zhu et al. 2022) with Bundle Fusion ground truth poses. Camera tracking is also reported on 3 scenes from TUM RGB-D (Sturm et al. 2012). Metrics. Using Co-SLAM s culling strategy, we measure reconstruction with Depth L1 (cm), Accuracy (cm), Completion (cm), and Completion Ratio (< 5cm%), and camera tracking with ATE RMSE (cm). Our baselines include i MAP (Sucar et al. 2021), NICE-SLAM, NICERSLAM (Zhu et al. 2023), DF Prior, Co-SLAM, and Go Surf (Wang, Bleja, and Agapito 2022), ensuring fair comparisons with Co-SLAM s mesh culling. 0000 0002 0005 0050 Avg. Acc.[cm] 3.18 3.48 14.79 29.36 12.70 Comp.[cm] 2.37 2.91 2.04 2.87 2.55 Comp. Ratio [<5cm %] 94.04 84.94 92.78 88.31 90.01 Acc.[cm] 3.17 4.08 13.63 23.45 11.08 Comp.[cm] 2.33 2.83 1.97 2.81 2.48 Comp. Ratio [<5cm %] 94.3 85.48 94.01 88.38 90.54 Table 3: Numerical comparison in each scene on Scannet. fr1/desk (cm) fr2/xyz (cm) fr3/office (cm) i MAP 4.9 2.0 5.8 NICE-SLAM 2.7 1.8 3.0 Co-SLAM 2.7 1.9 2.67 Ours 2.61 1.7 2.70 Table 4: ATE RMSE(cm) in tracking on TUMRGBD. Evaluations Results on Replica. We evaluate our method on 8 Replica scenes, comparing reconstruction accuracy with i MAP, NICE-SLAM, NICER-SLAM, Co-SLAM, and DF Prior under the same conditions. Tab. 8 shows our method significantly improves surface completion and completion ratios, with visual comparisons in Fig. 3. Our superior reconstruction is due to more accurate camera tracking, as reported in Tab. 6 and visually compared with Co-SLAM in Fig. 4. Results on Synthetic RGBD. Tab. 5 shows numerical comparisons with i MAP, NICE-SLAM, Co-SLAM, and DF Prior on the Synthetic RGBD (Rajpal et al. 2023) dataset. Our method achieves higher accuracy, particularly in completeness and completion ratio metrics. Fig. 2 highlights our BR CK GR GWR MA TG WR Avg. Depth L1[cm] 24.03 63.59 26.22 21.32 61.29 29.16 81.71 47.22 Acc.[cm] 10.56 25.16 13.01 11.90 29.62 12.98 24.82 18.29 Comp.[cm] 11.27 31.09 19.17 20.39 49.22 21.07 32.63 26.41 Comp. Ratio 46.91 12.96 21.78 20.48 10.72 19.17 13.07 20.73 Depth L1[cm] 3.66 12.08 10.88 2.57 1.72 7.74 5.59 6.32 Acc.[cm] 3.44 10.92 5.34 2.63 6.55 3.57 9.22 5.95 Comp.[cm] 3.69 12.00 4.94 3.15 3.13 5.28 4.89 5.30 Comp. Ratio 87.69 55.41 82.78 87.72 85.04 72.05 71.56 77.46 Depth L1[cm] 3.51 5.62 1.95 1.25 1.41 4.66 2.74 3.02 Acc.[cm] 1.97 4.68 2.10 1.89 1.60 3.38 5.03 2.95 Comp.[cm] 1.93 4.94 2.96 2.16 2.67 2.74 3.34 2.96 Comp. Ratio 94.75 68.91 90.80 95.04 86.98 86.74 84.94 86.88 Depth L1[cm] 3.45 5.63 1.09 1.46 1.28 4.18 2.16 2.75 Acc.[cm] 2.04 7.16 1.83 2.07 1.56 1.63 5.25 3.07 Comp.[cm] 1.84 5.17 2.53 2.01 2.66 2.61 3.01 2.83 Comp. Ratio 95.88 69.10 92.44 95.77 88.01 87.75 88.14 88.16 Table 5: Numerical comparison in each scene on Synthetic. rm-0 rm-1 rm-2 off-0 off-1 off-2 off-3 off-4 Avg. NICE 1.69 2.04 1.55 0.99 0.90 1.39 3.97 3.08 1.95 NICER 1.36 1.60 1.14 2.12 3.23 2.12 1.42 2.01 1.88 DF Prior 1.39 1.55 2.60 1.09 1.23 1.61 3.61 1.42 1.81 Co-SLAM 0.72 1.32 1.27 0.62 0.52 2.07 1.47 0.84 1.10 Ours 0.58 1.16 0.87 0.52 0.48 1.74 1.22 0.73 0.91 Table 6: ATE RMSE(cm) comparisons on Replica. superior geometric detail, such as window frames and floors in front of sofas. Query quantized neural SLAM reconstructs smoother, more complete surfaces with enhanced detail. Results on Scan Net. We evaluate our method on real Scan Net scans. Tab. 1 shows our method outperforms NICESLAM, Co-SLAM, and DF Prior numerically, while Fig. 5 highlights sharper, more compact surfaces. Tab. 2 and Fig. 4 demonstrate improved camera tracking, particularly on complex real scans, thanks to our quantized queries. Results on TUMRGBD. We follow Co-SLAM to report our tracking performance on TUMRGBD. The numerical comparisons in Tab. 4 show that our quantized queries also make networks estimate camera poses more accurately. Application in Multi-View Reconstruction. We evaluate our quantized queries for multi-view reconstruction using Go-Surf s neural implicit function. Tab. 3 shows our approach consistently outperforms Go-Surf on 4 Scan Net scenes in Accuracy (cm), Completion (cm), and Completion ratio (<5cm%). Fig. 8 demonstrates more compact surfaces and enhanced geometric details achieved through better convergence with our quantized queries. Analysis Why Quantized Queries Work. For time-sensitive task SLAM, the network can merely get updated in few iterations at each frame. Thus, the convergence efficiency is vital to inference accuracy. Our quantized queries significantly reduce Figure 6: Code ID at vertices on the reconstructed mesh. 0050 0059 0106 0207 Avg. w/o Gridcor 11.34 9.96 9.01 6.29 9.15 w/o Codebook 14.76 11.24 9.37 6.58 10.49 w/o TSDF 13.16 10.53 9.34 6.46 9.87 w/o TSDF1 11.19 9.87 9.14 6.17 9.09 w/o tanh 14.23 11.39 9.41 6.89 10.48 w/o Bernoulli 12.78 10.46 9.17 6.80 9.80 64 codes 15.15 11.50 9.18 6.30 10.53 256 codes 14.98 10.48 9.37 6.21 10.26 LI 139.00 117.31 201.85 137.53 148.9 LI + LD 101.76 102.71 221.87 107.22 133.39 LI + LD + Lg Le 83.97 99.83 84.66 74.71 85.79 LI + LD + Lg Le + Ls 13.76 11.01 8.78 6.13 9.92 Full Model 10.02 9.47 8.82 5.86 8.54 Table 7: Abalation study on 4 scenes on Scan Net. ATE RMSE(cm) comparisons in tracking. Figure 7: (a) Codebook visualization with TSNE (Color indicates segmentation labels. Sofa:Red, Wall:Blue.). (b) Comparisons of tracking errors ATE (the lower the better) with Co-SLAM during optimization. the variations of input, which makes neural network always see queries that have been observed at previous frames, leading to fast overfitting on the current frame. We track the iteration count at which our neural network converges per frame and visualize the integral of convergence iterations in Fig. 9. Compared to Co-SLAM, which requires continuous queries, our quantized queries converge significantly faster. Convergence is determined by the RGB rendering loss LI with a threshold of 0.0002. Fig. 7 (b) highlights the advantages of quantized codes in camera tracking, showing that once quantized codes converge after about 500 frames, tracking errors remain relatively stable, unlike Co-SLAM, where errors continue to grow. Code Distribution. For each vertex on the reconstructed meshes, we query and visualize its code ID as color on meshes in Fig. 6. Different codes correspond to distinct geometries, while a single code can generate similar structures. Using TSNE, we visualize the nearest codes at all vertices in Fig. 7(a), coloring them with GT segmentation labels. The patterns suggest that grouped codes can represent the same semantic objects, such as sofas (red) and walls (blue). Ablation Studies Merits of Quantization. Table 7 highlights the benefits of query quantization. Degenerated results from continuous coordinates w/o Gridcor , continuous geometry features w/o Codebook , no geometry prior w/o TSDF , or continu- room0 room1 room2 office0 office1 office2 office3 office4 Avg. Depth L1[cm] 5.08 3.44 5.78 3.79 3.76 3.97 5.61 5.71 4.64 Acc.[cm] 4.01 3.04 3.84 3.34 2.10 4.06 4.20 4.34 3.62 Comp.[cm] 5.84 4.40 5.07 3.62 3.62 4.73 5.49 6.65 4.93 Comp. Ratio 78.34 85.85 79.40 83.59 88.45 79.73 73.90 74.77 80.50 Depth L1[cm] 1.79 1.33 2.20 1.43 1.58 2.70 2.10 2.06 1.90 Acc.[cm] 2.44 2.10 2.17 1.85 1.56 3.28 3.01 2.54 2.37 Comp.[cm] 2.60 2.19 2.73 1.84 1.82 3.11 3.16 3.61 2.63 Comp. Ratio 91.81 93.56 91.48 94.93 94.11 88.27 87.68 87.23 91.13 Depth L1[cm] 1.44 1.90 2.75 1.43 2.03 7.73 4.81 1.99 3.01 Acc.[cm] 2.54 2.70 2.25 2.14 2.80 3.58 3.46 2.68 2.77 Comp.[cm] 2.41 2.26 2.46 1.76 1.94 2.56 2.93 3.27 2.45 Comp. Ratio 93.22 94.75 93.02 96.04 94.77 91.89 90.17 88.46 92.79 Depth L1[cm] 1.05 0.85 2.37 1.24 1.48 1.86 1.66 1.54 1.51 Acc.[cm] 2.11 1.68 1.99 1.57 1.31 2.84 3.06 2.23 2.10 Comp.[cm] 2.02 1.81 1.96 1.56 1.59 2.43 2.72 2.52 2.08 Comp. Ratio 95.26 95.19 93.58 96.09 94.65 91.63 90.72 90.44 93.44 Depth L1[cm] 1.09 0.69 2.48 1.18 0.99 1.76 1.54 1.68 1.42 Acc.[cm] 2.38 2.62 2.0 1.55 1.37 3.43 3.94 2.16 2.43 Comp.[cm] 1.76 1.77 1.82 1.57 1.39 2.14 2.55 2.46 1.93 Comp. Ratio 96.39 95.49 94.28 96.10 95.4 94.07 91.78 91.53 94.38 Table 8: Numerical comparison in each scene on Replica. Ours Go-Surf Figure 8: Visual comparisons with Go-Surf on Scan Net. Co-SLAM Ours Co-SLAM Ours Converge Iteration 1000 1000 1000 0 0 0 2000 1750 2000 Figure 9: Merits of quantized queries in convergence on scene 0059, 0106, and 0207 from Scan Net. ous geometry prior w/o TSDF1 demonstrate its advantages. Figure 10 shows that reconstruction quality degenerates without the geometry prior TSDF, and accurate zerolevel set estimation is impossible without the codebook. Code Initialization. We test uniform instead of Bernoulli distribution for code initialization. The results w/o Bernoulli in Table 7 and Fig. 10 (a) show that Bernoulli stabilizes optimization by constraining the space with early uncertainties, making it essential to our method. Effectiveness of Loss Terms. Table 7 justifies the effectiveness of each loss term. By incrementally adding each term, we observe consistent improvements in tracking accuracy. Effect of Code Number. Table 7 explores the effect of code quantity, testing B = {64, 256}. Both fewer and excessive codes degrade performance, since too few fail to capture diverse geometries, while too many hinder pattern learning due to overfitting. Figure 10: Visual comparisons in ablation studies. Effect of TSDF Augmentation. Using signed distances interpolated from TSDF fusion as a geometry prior improves reconstruction accuracy. Table 7 reports results w/o tanh without signed distance interpolation, showing degraded performance and highlighting its effectiveness in ensuring input differs from output. Conclusion We present query quantized neural SLAM for joint camera pose estimation and scene reconstruction. By quantizing queries including coordinates, positional encodings, geometry features, or priors, we reduce query variations, enabling faster neural network convergence per frame. 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