Hide Matsuki
hidematsu82.bsky.social
Hide Matsuki
@hidematsu82.bsky.social
PhD candidate at the Dyson Robotics Lab, Imperial College London (SLAM, Dynamic Vision, Robotics).
Love to make something fast, intuitive, and interactive.
https://muskie82.github.io/
Reposted by Hide Matsuki
Full draft of the SLAM Handbook now released --- available as a free PDF, with a printed version coming soon. Now including Part 3, "From SLAM to Spatial AI" (I knew it would catch on eventually), with contributions from @hidematsu82.bsky.social and me.
#SpatialAI

github.com/SLAM-Handboo...
GitHub - SLAM-Handbook-contributors/slam-handbook-public-release: Release repo for our SLAM Handbook
Release repo for our SLAM Handbook. Contribute to SLAM-Handbook-contributors/slam-handbook-public-release development by creating an account on GitHub.
github.com
May 16, 2025 at 2:24 PM
Reposted by Hide Matsuki
For more please visit:
Website: edexheim.github.io/mast3r-slam/
Video: youtu.be/wozt71NBFTQ
MASt3R-SLAM: Real-Time Dense SLAM with 3D Reconstruction Priors
YouTube video by Riku Murai
youtu.be
December 16, 2024 at 3:43 PM
Reposted by Hide Matsuki
For robustness, MASt3R-SLAM performs relocalisation allowing it to handle the kidnapped robot problem.

As a purely monocular SLAM, it loses track when the camera’s view is obstructed, but as soon as the view is unblocked, it immediately relocalises and resumes mapping.
December 16, 2024 at 3:43 PM
Reposted by Hide Matsuki
Introducing MASt3R-SLAM, the first real-time monocular dense SLAM with MASt3R as a foundation.

Easy to use like DUSt3R/MASt3R, from an uncalibrated RGB video it recovers accurate, globally consistent poses & a dense map.

With @ericdexheimer.bsky.social* @ajdavison.bsky.social (*Equal Contribution)
December 16, 2024 at 3:43 PM
Reposted by Hide Matsuki
MASt3R-SLAM: easily the most robust dense monocular SLAM system I've ever seen, and also very accurate. Real-time, RGB only (no IMU), handles unknown focal length and zoom. More new videos coming soon
@ericdexheimer.bsky.social @rmurai0610.bsky.social. Paper and more: edexheim.github.io/mast3r-slam
December 16, 2024 at 4:03 PM
Reposted by Hide Matsuki
Nice question! My favorite scene representation is code -- procedurally generated scenes. One of my most beloved videos is Inigo Quilez's "Painting a Landscape with Maths" (www.youtube.com/watch?v=BFld...). This nicely shows the power of composing simple functions in synthesizing visual complexity.
Painting a Landscape with Maths
YouTube video by Inigo Quilez
www.youtube.com
November 27, 2024 at 1:15 AM