InfiniDepth represents depth as a neural implicit field: a local implicit decoder can be queried at any continuous 2D coordinate, so the output resolution is not tied to the input grid. The authors also curate a 4K synthetic benchmark from five video games to measure fine detail. The README lists three uses: single-image depth at any resolution, single-image Gaussian splats for view synthesis, and a “depth sensor augmentation” mode that takes RGB plus sensor depth and returns dense metric depth.
Findings
- The abstract reports the best results on synthetic and real benchmarks for both relative and metric depth, with the largest gains in fine-detail regions, and fewer holes when rendering new views under large viewpoint shifts. It gives no headline number.
- The README shows it uses a MoGe-2 checkpoint to recover metric scale when exporting point clouds, so its metric output leans on MoGe-2.
Limits
- I read the abstract and README only.
- The fine-detail benchmark is rendered game footage. Nothing in what I read is underwater or in scattering media.
Relevance
Thin structures (cables, branches, railings) are where grid-based depth models smear, and obstacle avoidance needs them. The sensor-augmentation mode is the same idea as Pow3R-SLAM: treat sparse measured depth as a prompt. See foundation models for robotics.
Links
- arXiv · code · project page
- Subfield: Perception