RGB-D SLAM: A Review of Methods and Performance Trade-Offs for Different Requirements
Abstract
1. Introduction
2. The Framework of RGB-D SLAM
2.1. RGB-D Camera
2.2. Front End of RGB-D SLAM
2.3. Back End of RGB-D SLAM
2.4. Loop Closure Detection
2.5. Mapping
2.6. Relocalization
3. State-of-the-Art RGB-D SLAM
3.1. Feature-Based Method
3.1.1. Point Features
3.1.2. Point and Line Features
3.1.3. Plane Features and Surfels
3.1.4. Edge Features
3.1.5. Semantic Information and Deep Learning
3.2. Neural Implicit/Dense RGB-D SLAM
3.3. Hybrid Method
3.4. Multi-Sensor Fusion
| Framework | Sensors | Dataset/Sequence | ATE RMSE (m) | Processor | Average Process Time (ms) |
|---|---|---|---|---|---|
| ORB-SLAM3 [137] | IMU+ RGB-D Camera | AR/VR scenarios/room6 | 0.006 | Intel Core i7-7700 CPU | 30–40 |
| VIEOS2 [138] | IMU+ Encoder + RGB-D Camera | Indoor Corridor (15 Hz frame) (200 Hz Encoder, IMU Data) | 0.029 | - | 25 |
| Dynamic-VINS [139] | IMU+ RGB-D Camera | OpenLORIS-Scene/market | 0.012 | NVIDIA Jetson AGX Xavier | 43.04 |
| VIOLearner [139] | IMU+ RGB-D Camera | KITII/09 | 0.042 | Intel Core i7-6950X CPU NVIDIA Titan X GPU | 27 |
| R2DIO [130] | IMU+ RGB-D Camera | Exhibition hall I | 0.011 | Intel i5-1137G7 CPU | <40 |
| S-VIO [132] | IMU+ RGB-D Camera | OpenLORIS-Scene/corridor | 0.024 | Intel Core i9 CPU | <30 |
| VDIWO [135] | IMU+ Wheel Odometry RGB-D Camera | OpenLORIS-Scene/Home1-5 | 0.152 | Intel NUC i7-1165 CPU | - |
4. Discussion
5. Conclusions
6. Outlook
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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| Sensor | Frame Rate (Hz) | Measurement Range (m) | Price (€) | Power Consumption (W) |
|---|---|---|---|---|
| TOF RGB-D Camera | 10–400 | 0.1–40 | >38 | 1–5 |
| Structured Light RGB-D Camera | 10–120 | 0.01–10 | >150 | <5 |
| Stereo Camera | 1–400 | 0.1–200 | 400–4K | 2–15 |
| Framework | Features | Neural Network | Dataset/Sequence | ATE RMSE (cm) | Processor | Average Process Time (ms) |
|---|---|---|---|---|---|---|
| Photo-SLAM [110] | Hybrid geometric + photometric | No Have | Replica/Avg. | 0.590 | Intel Core i9-12900HX CPU NVIDIA RTX 3080ti 16 GB Laptop GPU | 48.55 |
| Orbeez-SLAM [111] | ORB geometric features + NeRF mapping | NeRF (instant-ngp) | Replica/Avg. | 0.888 | Intel Core i9-12900HX CPU NVIDIA RTX 3080ti 16 GB Laptop GPU | 24.19 |
| ESLAM [112] | Multi-scale tri-plane neural features | MLP decoders (geometry + appearance) | Replica/Avg. | 0.568 | Intel Core i9-12900HX CPU NVIDIA RTX 3080ti 16 GB Laptop GPU | 149.54 |
| Co-SLAM [113] | Hash-grid + coordinate encoding features | Geometry decoder + color MLP | Replica/Avg. | 1.158 | Intel Core i9-12900HX CPU NVIDIA RTX 3080ti 16 GB Laptop GPU | 68.61 |
| Go-SLAM [114] | Learned geometric features (flow-based) | Hash-encoded SDF MLP + color MLP | Replica/Avg. | 0.571 | Intel Core i9-12900HX CPU NVIDIA RTX 3080ti 16 GB Laptop GPU | 51.48 |
| Point-SLAM [115] | Point-based geometric + neural features | Point-based neural scene representation | Replica/Avg. | 0.596 | Intel Core i9-12900HX CPU NVIDIA RTX 3080ti 16 GB Laptop GPU | 2898.55 |
| Method Category | Advantages | Limitations | Application Scenarios | Accuracy | Real-Time Performance |
|---|---|---|---|---|---|
| Feature-Based Methods | 1. Invariant to illumination and viewpoint changes 2. Mature and stable, backed by long-term research 3. Supports loop closure detection and relocalization 4. Runs efficiently on CPU | 1. Heavily reliant on texture/corners; fails in texture-less or repetitive scenes 2. Feature extraction/matching can be a bottleneck 3. Only builds sparse maps, unsuitable for dense obstacle avoidance or interaction | Medium-to-large scale indoor/outdoor localization AR navigation, mobile robots Autonomous driving VO (e.g., ORB-SLAM3) | Pose: medium–high (cm-level) Map: sparse | High (>30 fps common on CPU) |
| Direct/Dense Methods | 1. Directly uses pixel intensity; works in texture-poor regions without feature extraction 2. Can produce dense or semi-dense maps for reconstruction and obstacle avoidance 3. Achieves high pose estimation accuracy through fine photometric alignment | 1. Sensitive to illumination changes, exposure, and photometric calibration 2. Loop closure detection is difficult; prone to accumulated drift 3. Dense reconstruction is extremely compute-intensive; hard to run in real time on common hardware 4. Requires good initialization and small-motion assumption | Handheld dense reconstruction (DTAM) Small object/scene scanning UAV small-range obstacle avoidance Sparse direct (DSO) for fast odometry | Pose: medium–high Dense geometry: high (but not metric scale) | Medium–High: sparse direct (DSO) can reach 100+ fps; dense requires GPU for barely real time |
| Neural Implicit SLAM | 1. Creates continuous, high-fidelity scene representations (radiance fields, SDF) 2. Compact maps; supports novel view synthesis and high-quality mesh reconstruction 3. Can learn complex optical properties, capturing fine details | 1. Training/optimization is slow; most methods are not yet real-time 2. Extremely high compute and memory requirements (high-end GPU) 3. Poor cross-scene generalization; performance depends on thorough scene coverage 4. Loop closure and global correction immature; sensitive to dynamic elements | Small-scale, high-fidelity reconstruction VR/AR content creation, inverse rendering Surgical robots, endoscopic 3D imaging (research stage) | Reconstruction geometry: extremely high (sub-mm) Pose: medium–high (limited by network capacity) | Low–Medium: mainstream methods run 1–10 Hz or offline; recent work reaches near real time (>10 fps) with powerful GPU |
| Semi-direct/Hybrid Methods | 1. Combines the strengths of feature-based and direct approaches; computationally efficient 2. Uses sparse direct alignment for fast pose estimation, then feature-based mapping 3. High framerate, low resource consumption | 1. Can still fail during pure rotation or in texture-scarce scenes 2. Loop closure usually requires an additional module 3. Accuracy and robustness typically sit between pure feature-based and direct methods | Fast UAV navigation (e.g., SVO) Lightweight SLAM on resource-constrained systems Low-latency AR applications | Pose: medium–high (slightly below finely-tuned feature methods, but very efficient) | Extremely High (up to 100–400 Hz, e.g., SVO 2.0) |
| Multi-Sensor Fusion SLAM | 1. Fuses IMU, LiDAR, GPS, wheel odometry, etc., compensating for single-sensor weaknesses 2. High robustness: handles darkness, texture-less scenes, high-speed motion 3. Provides absolute metric scale and high-frequency pose output 4. High accuracy and strong resistance to long-term drift | 1. Complex multi-sensor calibration; strict time synchronization is mandatory 2. Increased hardware cost and system complexity 3. Needs to process heterogeneous data streams; diverse failure modes 4. Some sensors (e.g., GPS) fail indoors or under occlusion | Autonomous driving (camera-LiDAR-IMU) UAV all-source navigation Long-term autonomous mobile robot operation Smartphone AR (VIO, e.g., ARKit/ARCore) | High (globally/locally consistent cm-level, excellent short-term accuracy with IMU) | High (IMU can predict at 100–1000 Hz; visual output at 30+ fps) |
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Yan, Y.; Li, J.; Liu, Q.; Lv, S.; Wu, Q. RGB-D SLAM: A Review of Methods and Performance Trade-Offs for Different Requirements. Sensors 2026, 26, 3513. https://doi.org/10.3390/s26113513
Yan Y, Li J, Liu Q, Lv S, Wu Q. RGB-D SLAM: A Review of Methods and Performance Trade-Offs for Different Requirements. Sensors. 2026; 26(11):3513. https://doi.org/10.3390/s26113513
Chicago/Turabian StyleYan, Yixin, Jinling Li, Qiuyang Liu, Siqian Lv, and Qing Wu. 2026. "RGB-D SLAM: A Review of Methods and Performance Trade-Offs for Different Requirements" Sensors 26, no. 11: 3513. https://doi.org/10.3390/s26113513
APA StyleYan, Y., Li, J., Liu, Q., Lv, S., & Wu, Q. (2026). RGB-D SLAM: A Review of Methods and Performance Trade-Offs for Different Requirements. Sensors, 26(11), 3513. https://doi.org/10.3390/s26113513

