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Ontology — Spatial AI 領域學術 taxonomy (v3 · web-searched, 8-expert reviewed)

本文是 Spatial AI 領域的「概念骨架」 — 不是手冊章節指南(→ functional_map.md);不是論文目錄(→ 各 zone overview);不是失敗圖鑑(→ cross_zone_failure_atlas.md)。 本文回答:這個領域的概念是怎麼被分類的?它們之間什麼關係?什麼是子集 / 什麼是並列 / 什麼是同義 / 什麼是 2026 還在爭論的?

60 秒總綱

Spatial AI 不是一個方法,是 5 個正交軸的張量積: 5-axis tensor product of Spatial AI 當你看到一個方法名(ORB-SLAM3 / VGGT / FoundationPose / 3DGS),它在這 5 個軸上都有一個座標。學會用座標讀法,每篇 paper 都自如分類。 領域權威 surveys(依時間排序):
  • Cadena et al. (2016). “Past, Present, Future of SLAM: Towards the Robust-Perception Age.” IEEE T-RO — 仍是 SLAM taxonomy 標桿,無 2024-2026 正式繼任者
  • Tosi et al. (2024). “How NeRFs and 3D Gaussian Splatting are Reshaping SLAM” — arXiv 2402.13255
  • Zhang et al. (2025). “Review of Feed-forward 3D Reconstruction: From DUSt3R to VGGT” — arXiv 2507.08448
  • Chen et al. (2025). “A Comprehensive Survey on World Models for Embodied AI” — arXiv 2510.16732
  • Xie et al. (2024). “Neural Fields in Robotics: A Survey” — arXiv 2410.20220
  • Mokssit et al. (2024). “Deep Learning Techniques for Visual SLAM: A Survey” — arXiv 2308.14039

§1 · 5 個分類軸

約定:+ = 組合使用 · / = 可替代 · optional = 可省略 · n/a = 此軸不適用。
5 個軸是正交的(沒有一個包含另一個),所以同一個方法可以在每個軸上單獨指認。

§1.5 · 5 軸選擇是 opinionated — 對立分類學存在

5 軸不是學界 canonical。其他正式 taxonomy: 我們選 5 軸的理由:(a) Time 軸獨立是 2024 後 feed-forward 範式必需的 (Zhang 2025 §3 確認); (b) Paradigm 跟 Representation 分開可避免 NeRF / 3DGS 都被叫「neural」混淆 (Xie 2024 同此); (c) 跨 embodiment / 跨年代讀法穩定。但這是 opinionated,不是 canonical — 詳見 §13 controversies。

§2 · Problem 軸

SLAM 一詞同時指問題與方法類:本文用 SLAM 指問題(joint estimation of state + map + global consistency),VSLAM / LIO-SLAM 指方法(具體解法)。
子集關係 (corrected):

§3 · Representation 軸

警告:這軸最容易混淆。原因:實際上有 7 個正交內部子軸。

§3.1 · 7 個正交子軸

§3.2 · 主要表徵的 7-軸座標

§3.3 · Voxel ≠ TSDF ≠ Occupancy ≠ Density — 都是「voxel grid」但存不同 scalar field

§3.4 · BEV ≠ Occupancy Network — 不同維度

§3.5 · 5 種 Scene Graph

§3.6 · Feature cloud vs Feature field — 重要 distinction

§3.7 · Depth maps:2.5D, 不算 3D

Depth / disparity / surface-normal / optical flow 都是 image-space 表徵:pixel-aligned,缺背面,single-view。它們是 spatial AI pipeline 的輸出或中間結果,不是世界表徵。要升 3D 需要 unprojection + fusion。

§3.8 · Pointmap (NEW v3) — DUSt3R/VGGT primitive

Pointmap ≠ depth map ≠ sparse landmarks:
  • 每像素一個 3D point in shared coordinate frame (cross-view consistent)
  • 直接 multi-view 一致(不需 unprojection)
  • 是 DUSt3R / MASt3R / VGGT / VGG-T³ / Pi3 系列的輸出表徵
  • 學界共識:應作獨立 representation primitive(Zhang 2025 §3)

§4 · Sensor 軸

Sensor 是物理層:跟 problem 軸獨立。但每個 sensor 還有子型,子型差異常常決定能不能用。

§4.1 · Modality 樹

§4.2 · 跨 modality 的高層分類

§4.3 · Modality 失敗交叉表(誰怕誰)

Sensor modality failure heatmap
圖例:✅ 正常 · ⚠️ 退化 · ❌ 失效 · n/a 不適用。
→ 詳見 foundations/sensor-physics/sensor_selection_decision_matrix.md(23 sensor × 14 維 SWaP-C 對比 + 6 use case 決策樹)。

§5 · Paradigm 軸

§5.1 · Theoretical / numerical concepts (canonical)

§5.2 · Learned geometry foundations — 3 層分層

「Foundation model」嚴格定義:(a) 訓練在 web-scale 或多 dataset corpus;(b) 在未見 domain zero-shot 可用無需 finetune;(c) 多任務 heads。Depth Anything 完全符合;FoundationStereo borderline;per-scene NeRF 不符合。

§5.3 · Generative 3D / world models

§5.4 · 3R-SLAM Hybrid family (NEW v3 — 2025-2026 dominant pattern)

核心洞察:純 feed-forward 3D(DUSt3R/VGGT)無法做 online streaming SLAM(latency 太高 / 無法 incremental update / 無 IMU coupling)。所有實際 deployment 走 hybrid:learned 3D backbone(為前端)+ 傳統 SLAM keyframe + loop closure(為後端 + global consistency)。 3R-SLAM Hybrid architecture: learned backbone + classical backend Key insight (Flash-Mono review): feed-forward 「offline requirement of processing all frames at once makes them fundamentally incompatible with the streaming input and low-latency pose estimation required by SLAM」 — 所以所有 production candidate 都走 hybrid,不是純 feed-forward。

§5.5 · Visual-Inertial Gaussian SLAM (NEW v3)

3DGS 不再只是 NVS 工具 — 2025-2026 興起 3DGS 作 live SLAM map:

§5.6 · End-to-end VLA / World-Model-as-Policy (NEW v3)

CVPR 2026 已開 3D-LLM/VLA workshop — 信號:consolidation 中。

§6 · Time 軸 — 修正版

重要:filter-based / fixed-lag smoother / incremental smoother 是三個不同 paradigm。

§7 · 跨軸座標表 — 代表方法在 5 軸上的座標

TRL inline note:⭐ = shipped at scale / 🚀 = pilot / 🔬 = research-only Method TRL distribution — shipped vs pilot vs research
約定:+ = 組合使用 · / = 可替代 · optional = 可省略 · n/a = 此軸不適用。上標 ¹²³… = caveat 註腳(見表下)。
caveat 註腳:
  1. VGGT:paradigm shift 爭議見 §13.1。
  2. MapAnything:Learned-MultiTask,吸收 VGGT/DUSt3R 為 backend。
  3. StreamVGGT:memory 災難(1300 frame → >100GB,issue #24)。
  4. StreamVGGT Paradigm:causal attention + KV cache 為 LLM-style autoregressive,distilled from bidirectional VGGT。
  5. Depth Anything v2:relative depth only,brittle on reflective / thin / rotated(見 §13.4)。
  6. 3DGS / Mip-Splatting:反光 / specular 場景例外,見 §13.2。
  7. FoundationPose:需 first-frame mask,>200ms(非 real-time),見 §13.5。
  8. PoseDiffusion / RayDiffusion:已被 VGGT/π³ 吸收(見 §14)。
  9. Helix:slow VLM 7-9 Hz scene + fast motor 200 Hz。
  10. Waymo audio:EARs siren / 緊急車輛偵測。

§7b · 跨 embodiment matrix — 同問題 ≠ 同 stack

→ 詳見 crossing/sensor-stack-matrix/sensor_budget_matrix_v1.md、foundations/sensor-physics/sensor_selection_decision_matrix.md。

§8 · 概念依賴圖

§8.1 · NeRF family — see v2(unchanged)

§8.2 · 3DGS family — see v2(unchanged,新加 AnySplat 為 generalizable)

§8.3 · Surface methods — see v2(unchanged)

§8.4 · Feed-forward 3D family (★ NEW v3 — replacing per-scene as research frontier)

Feed-forward 3D family lineage: CroCo → DUSt3R → MASt3R → VGGT → π³ / VGG-T³

§8.5 · 3R-SLAM Hybrid lineage (★ NEW v3 — dominant deployment pattern)


§9 · Glossary(180+ terms)

一行定義 + handbook 何處深拆 + canonical citation。

§9.1 · Math / Geometry / Optimization

(unchanged from v2 — see prior version for full list of ~30 entries)

§9.2 · Sensor physics

(unchanged from v2 — see prior version)

§9.3 · SLAM / Estimation

(unchanged from v2 — see prior version)

§9.4 · 3D Representation

(unchanged from v2 — see prior version, plus new entries in §3.2 / §3.8)

§9.5 · Modern foundation (2023-2026) — v3 updated

Active foundation models / methods Generative 3D / World Foundation Models End-to-end VLA / Policy ★ ALL NEW v3

§9.6 · Tracking (unchanged + TAPNext / Track-On already in §9.5)

§9.7 · Embodiment / Deployment (unchanged from v2)

§9.8 · Deployment glossary (unchanged from v2)

§9.9 · NEW v3 — Production-only entries


§10 · 邊界 — 什麼不在 spatial AI 範圍 + 關鍵術語定義

§10.1 · 不算 spatial AI

§10.2 · 關鍵術語精確定義(NEW v3 — 解 §13 controversies)


§11 · Canonical references — 領域權威列表

SLAM / Estimation theory

  1. Cadena et al. (2016) “Past, Present, and Future of SLAM” — IEEE T-RO — 仍 canonical(無 2024-2026 正式繼任)
  2. Triggs et al. (1999) “Bundle Adjustment — A Modern Synthesis” — BA 聖經
  3. Hartley & Zisserman (2003) Multiple View Geometry in Computer Vision, 2nd ed.
  4. Thrun, Burgard, Fox (2005) Probabilistic Robotics
  5. Barfoot (2017) State Estimation for Robotics
  6. Strasdat (2012) PhD thesis; “Why Filter?” (2010/2012 IJRR)
  7. Sünderhauf & Protzel (2012) switchable constraints
  8. Cyrill Stachniss SLAM course (Uni Bonn) — 教學標準

Visual / Visual-Inertial

  1. Scaramuzza & Fraundorfer (2011, 2012) VO tutorial — IEEE RAM
  2. Forster et al. (2017) “On-Manifold Preintegration” — T-RO
  3. Solà, Deray, Atchuthan (2018) “A micro Lie theory” — arXiv 1812.01537
  4. Leutenegger et al. (2015) OKVIS — IJRR
  5. Mourikis & Roumeliotis (2007) MSCKF — ICRA
  6. Mur-Artal & Tardós (2017) ORB-SLAM2 — T-RO
  7. Campos et al. (2021) ORB-SLAM3 — T-RO
  8. Qin, Li, Shen (2018) VINS-Mono — T-RO
  9. Engel, Koltun, Cremers (2018) DSO — T-PAMI
  10. Forster, Pizzoli, Scaramuzza (2014) SVO — ICRA
  11. Bloesch et al. (2015) ROVIO — IROS
  12. Barrau & Bonnabel (2017) InEKF — IEEE TAC
  13. Huang & Mourikis (2010) FEJ — IJRR
  14. Kaess et al. (2012) iSAM2 — IJRR
  15. Dellaert & Kaess (2017) Factor Graphs — FnT Robotics

Calibration / Sensors

  1. Furgale, Rehder, Siegwart (2013) Kalibr — IROS
  2. Li & Mourikis (2014) temporal calibration — IJRR
  3. El-Sheimy, Hou, Niu (2008) Allan variance — IEEE T-IM
  4. Gallego et al. (2022) event camera survey — TPAMI
  5. Siegwart, Nourbakhsh, Scaramuzza (2011) Autonomous Mobile Robots 2nd ed.

Modern 3D / Foundation (2020-2026)

  1. Mildenhall et al. (2020) NeRF — ECCV
  2. Müller et al. (2022) Instant-NGP — SIGGRAPH
  3. Yu et al. (2022) Plenoxels — CVPR
  4. Barron et al. (2022) Mip-NeRF 360 — CVPR
  5. Kerbl et al. (2023) 3DGS — SIGGRAPH
  6. Wang et al. (2021) NeuS — NeurIPS
  7. Yariv et al. (2021) VolSDF — NeurIPS
  8. Curless & Levoy (1996) TSDF — SIGGRAPH
  9. Newcombe et al. (2011) KinectFusion — ISMAR
  10. Wang et al. (2024) DUSt3R — CVPR
  11. Leroy et al. (2024) MASt3R — ECCV
  12. Wang et al. (2025) VGGT — CVPR (Best Paper)
  13. Yang et al. (2024) Depth Anything V2 — NeurIPS
  14. Ke et al. (2024) Marigold — CVPR (Oral)
  15. Peng et al. (2023) OpenScene — CVPR
  16. Kerr et al. (2023) LERF — ICCV

NEW v3 — 2025-2026 frontier

  1. Tosi et al. (2024) “How NeRFs and 3DGS are Reshaping SLAM” — arXiv 2402.13255 (survey)
  2. Zhang et al. (2025) “Review of Feed-forward 3D Reconstruction: DUSt3R to VGGT” — arXiv 2507.08448 (survey)
  3. Chen et al. (2025) “World Models for Embodied AI: A Comprehensive Survey” — arXiv 2510.16732
  4. Xie et al. (2024) “Neural Fields in Robotics: A Survey” — arXiv 2410.20220
  5. Mokssit et al. (2024) “Deep Learning Techniques for Visual SLAM” — arXiv 2308.14039
  6. Schmid et al. (2024) Khronos: Spatio-Temporal Metric-Semantic SLAM — RSS 2024 Outstanding Systems Paper (arXiv 2402.13817)
  7. Yu et al. (2026) π³ Permutation-Equivariant Visual Geometry — ICLR (arXiv 2507.13347)
  8. ByteDance Seed (2026) Depth Anything 3 — ICLR
  9. Wang et al. (2025) MoGe-2 — arXiv 2507.02546
  10. NVIDIA DVL (2026) VGG-T³ — arXiv 2602.23361
  11. Deng et al. (2026) VGGT-Long — ICRA (arXiv 2507.16443)
  12. AnySplat (2025) — arXiv 2505.23716
  13. OpenRobotLab (2025) Aether — ICCV Outstanding (arXiv 2503.18945)
  14. NVIDIA (2026) Cosmos World Models — arXiv 2511.00062 (GTC 2026)
  15. DeepMind (2025-2026) Genie 3 — blog post
  16. Wayve (2026) GAIA-3 — press release
  17. Physical Intelligence (2024-2026) π0 family — HF blog / open-source
  18. Wu et al. (2025) Photogrammetric Aerial Evaluation of DUSt3R/MASt3R/VGGT — Geo-Spatial Information Science / Taylor & Francis (arXiv 2507.14798) — critical of VGGT paradigm shift claim
  19. arXiv 2512.21691 (2026) “Analyzing the Mechanism of Attention Collapse in VGGT” — VGGT failure mode

Embodiment-specific

  1. Mellinger & Kumar (2011) Min-snap — ICRA
  2. Foehn, Romero, Scaramuzza (2022) Time-Optimal Quadrotor — Science Robotics
  3. Rosinol et al. (2020) Kimera — ICRA
  4. Shan et al. (2020) LIO-SAM — IROS
  5. Xu et al. (2022) FAST-LIO2 — T-RO
  6. Zheng et al. (2024) FAST-LIVO2 — arXiv 2408.14035

§12 · 跨參考


§13 · Open controversies + UNVERIFIED claims (NEW v3)

本節明確列出我們知道有爭議的 claim。讀者必看 — 不要把 ontology 當定論。

§13.1 · 「VGGT 是 paradigm shift」— CONTESTED

本 ontology 立場:VGGT 是重要的範式信號但不是 “shift”。實際 deployment 走 3R-SLAM Hybrid(§5.4),不是純 VGGT。

§13.2 · 「3DGS 取代 NeRF」— CONTESTED on specular/reflective

3DGS 主流場景超過 NeRF (Mip-Splatting 證實),但反光/specular/sparse-view 仍 NeRF 強:
  • Medium “NeRF vs 3DGS: Why 3DGS Isn’t Better at Everything” (Mar 2026)
  • arXiv 2507.23374 “NeRF Is a Valuable Assistant for 3D Gaussian Splatting” — 反向引入 NeRF
  • ref-NeRF / NeRF-Casting 在反射場景仍 demonstrably 優於 3DGS
  • 多篇 2026 paper(PolarGuide-GSDR, MSGS, TraceFlow)存在因為 3DGS 反射失敗
本 ontology 立場:3DGS 接管多數 NVS / SLAM use cases,反光場景例外。

§13.3 · 「Feed-forward 3D 取代 per-scene optimization」— PARTIAL

  • 取代了:offline SfM / MVS / few-view reconstruction
  • 沒取代:real-time SLAM with IMU + loop closure(仍 VIO/VINS 主場)
  • 2025-2026 真相是 3R-SLAM Hybrid:feed-forward backbone + 傳統 SLAM 後端

§13.4 · 「Depth Anything democratizes depth」— with caveats

Depth Anything v2 documented failures:
  • Hallucinated depth at edges
  • Misinterprets reflections/paintings as geometry
  • Fails on thin structures, brittle on rotated images
  • No metric scale without Metric3D-v2 → claim should be “relative depth only”
  • DA3 (ICLR 2026) 解決多 view + metric,但 v3 mature production 還待證實

§13.5 · 「FoundationPose 是 foundation model」— disputed

  • Requires manually annotated first-frame mask
  • >200ms inference (unusable for real-time manipulation loop)
  • Depends on external 2D detector (single point of failure)
  • Single-task (only 6-DoF pose) — borderline foundation
  • Production status: 🚀 pilot only, not shipped

§13.6 · 「World Model」定義之爭

Humanoids Daily 2026: “the industry is grappling with a term that means everything and nothing.” 同詞被以下實體用 with incompatible definitions:
  • NVIDIA Cosmos: generative video + action conditioned + post-train as policy
  • DeepMind Genie 3: interactive autoregressive video at real-time
  • Wayve GAIA-3: closed-loop driving evaluation
  • Fei-Fei Li World Labs: 3D-grounded representation
  • LeCun AMI Labs: 預測下一狀態的 representation learning
  • Verses: active inference framework
  • Runway / Iconic: video generation tools
→ 本 ontology §5.3 用 “World Foundation Models” 統稱但明示定義不一。

§13.7 · 「5 軸是 canonical」— UNVERIFIED

替代分類學存在(Cadena 4-axis / Chen 3-axis / NAP transduction-principle / Liu 4-axis embodied)。5 軸是 opinionated choice — 詳見 §1.5。

§13.8 · “Coherent vs Incoherent” 軸 — scope dispute

是 narrow radar/optics 概念,不適合作 general sensor taxonomy primitive。標記 [SPECIALIZED],主用 active/passive 為高層分類。

§13.9 · 「Direct vs Indirect VO」— 被 hybrid 模糊

2024 後 D2VO 等深度學習 hybrids 模糊此分類 — 仍有用但需註明 “classical era distinction”。

§13.10 · “Real-time” 定義模糊

ICRA/RSS papers 使用 ≥10 FPS / ≥30 FPS / ≥sensor rate 不一致。iMAP / NICE-SLAM “real-time” 宣稱被質疑(tracking-only timing)。本 ontology 採 §10.2 定義:≥30 FPS at sensor rate including tracking + mapping。

§14 · Historical / superseded methods (NEW v3)


Last updated: 2026-05-24 (v3 · 4 web-searched agent reviewed) 5 axes + 7 representation sub-axes · 180+ glossary terms · 69 canonical references · 10 controversies explicitly listed · 7 historical methods tagged v2 → v3 主要新增:3R-SLAM Hybrid family / World Foundation Models / End-to-end VLA paradigm / TRL inline / §13 controversies / §10.2 strict definitions 配合 functional_map / cross_zone_failure_atlas 讀;本文回答「概念怎麼分」+「2026 還在爭論什麼」,那兩本回答「哪裡寫了 / 哪個能用」。