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  1. Localization in urban environments is becoming increasingly important and used in tools such as ARCore [ 18 ], ARKit [ 34 ] and others. One popular mechanism to achieve accurate indoor localization and a map of the space is using Visual Simultaneous Localization and Mapping (Visual-SLAM). However, Visual-SLAM is known to be resource-intensive in memory and processing time. Furthermore, some of the operations grow in complexity over time, making it challenging to run on mobile devices continuously. Edge computing provides additional compute and memory resources to mobile devices to allow offloading tasks without the large latencies seen when offloading to the cloud. In this article, we present Edge-SLAM, a system that uses edge computing resources to offload parts of Visual-SLAM. We use ORB-SLAM2 [ 50 ] as a prototypical Visual-SLAM system and modify it to a split architecture between the edge and the mobile device. We keep the tracking computation on the mobile device and move the rest of the computation, i.e., local mapping and loop closing, to the edge. We describe the design choices in this effort and implement them in our prototype. Our results show that our split architecture can allow the functioning of the Visual-SLAM system long-term with limited resources without affecting the accuracy of operation. It also keeps the computation and memory cost on the mobile device constant, which would allow for the deployment of other end applications that use Visual-SLAM. We perform a detailed performance and resources use (CPU, memory, network, and power) analysis to fully understand the effect of our proposed split architecture. 
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  2. Visual SLAM systems are concurrent, performance-critical systems that respond to real-time environmental conditions and are frequently deployed on resource-constrained hardware. Previous SLAM frameworks have primarily focused on algorithmic advances and their systems core has largely remained unchanged. In turn, SLAM systems suffer from performance problems that could be alleviated with improved systems design. In this paper, we present a quantitative analysis of the systems challenges to building consistent, accurate, and robust SLAM systems in the face of concurrency, variable environmental conditions, and resource-constrained hardware. We identify three interconnected challenges on systems design --- timeliness, concurrency, and context awareness --- and clarify their effects on performance. 
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  3. Localization in urban environments is becoming increasingly important and used in tools such as ARCore [11], ARKit [27] and others. One popular mechanism to achieve accurate indoor localization as well as a map of the space is using Visual Simultaneous Localization and Mapping (Visual-SLAM). However, Visual-SLAM is known to be resource-intensive in memory and processing time. Further, some of the operations grow in complexity over time, making it challenging to run on mobile devices continuously. Edge computing provides additional compute and memory resources to mobile devices to allow offloading of some tasks without the large latencies seen when offloading to the cloud. In this paper, we present Edge-SLAM, a system that uses edge computing resources to offload parts of Visual-SLAM. We use ORB-SLAM2 as a prototypical Visual-SLAM system and modify it to a split architecture between the edge and the mobile device. We keep the tracking computation on the mobile device and move the rest of the computation, i.e., local mapping and loop closure, to the edge. We describe the design choices in this effort and implement them in our prototype. Our results show that our split architecture can allow the functioning of the Visual-SLAM system long-term with limited resources without affecting the accuracy of operation. It also keeps the computation and memory cost on the mobile device constant which would allow for deployment of other end applications that use Visual-SLAM. 
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  4. Many existing SLAM approaches rely on the assumption of static environments for accurate performance. However, several robot applications require them to traverse repeatedly in semi-static or dynamic environments. There has been some recent research interest in designing persistence filters to reason about persistence in such scenarios. Our goal in this work is to incorporate such persistence reasoning in visual SLAM. To this end, we incorporate persistence filters [1] into ORB-SLAM, a well-known visual SLAM algorithm. We observe that the simple integration of their proposal results in inefficient persistence reasoning. Through a series of modifications, we improve this persistence filtering. Using two locally collected datasets, we demonstrate the utility of such persistence filtering as well as our customizations in ORB-SLAM. Overall, incorporating persistence filtering could result in a significant reduction in map size (about 30% in the best case) and a corresponding reduction in run-time while retaining similar accuracy to methods that use much larger maps. 
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