Spatial intelligence for autonomous systems

The dense volumetric foundation that autonomous systems use to navigate complex, unstructured environments with absolute certainty.

Where Dense Mapping Makes the Difference

Different mapping approaches serve different needs.
Volumetric density is essential for safe, reliable autonomy.

Cluttered Environments

Warehouses, factories, and homes are filled with thin obstacles—cables, chair legs, furniture edges—that can be overlooked by sparse feature tracking.

Dense volumetric mapping captures the complete 3D geometry of every obstacle, enabling safer navigation in complex real-world spaces.

Reflective & Transparent Surfaces

Glass walls, mirrors, and water create visual ambiguities that confuse feature-based matching algorithms.

Volumetric depth integration works directly with distance measurements, handling challenging surfaces where visual features fail.

Long-Duration Missions

Extended operation causes accumulated drift that degrades map quality over time, requiring manual resets or recalibration.

Global pose-graph optimization continuously corrects drift, maintaining consistent maps across hours or days of operation.

Enabled by
10-12×
GPU-Accelerated
faster loop closure
O(1)
TSDF/ESDF
collision queries
Adaptive
Level of Detail
resolution scaling
Unified
Sensor Agnostic
LiDAR + cameras

Three pillars of spatial intelligence

ANCHOR01

Continuous Volumetric State

Navigation that never resets. Drift-corrected pose graph optimization maintains spatial awareness indefinitely.

DIGITIZE02

Dense 3D Geometry

Maps that catch everything. GPU-accelerated TSDF/ESDF generation captures the chair leg, the hanging cable, and the glass wall.

ADAPT03

Context-Aware Streaming

Intelligence that scales. Dynamic map swapping and ROI loading for bandwidth efficiency without blindness.

shinro-sdk --status
<10ms
Latency
Real-time ESDF queries
100%
Hardware Agnostic
Jetson, Orin, x86 GPUs
API
First
Query distance to any surface
// Query distance to nearest surface
const distance = shinro.esdf.query(position);
// Returns: 0.42m to nearest obstacle

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