# Gaussian-Plus-SDF SLAM: High-fidelity 3D Reconstruction at 150+ fps

arXiv: https://arxiv.org/abs/2509.11574 · HTML: https://mlsanity.com/paper/2509.11574/

## Key facts

- Cited by 11 papers in the map (data through 14 Oct 2026).
- Builds on 20 of its 38 references that are in the map.
- First posted on arXiv 15 Sep 2025.

## Builds on (most cited first, 20 of 20)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [The Replica Dataset: A Digital Replica of Indoor Spaces](https://mlsanity.com/paper/1906.05797/) (2019)
- [ORB-SLAM2: an Open-Source SLAM System for Monocular, Stereo and RGB-D Cameras](https://mlsanity.com/paper/1610.06475/) (2016)
- [ScanNet++: A High-Fidelity Dataset of 3D Indoor Scenes](https://mlsanity.com/paper/2308.11417/) (2023)
- [NICE-SLAM: Neural Implicit Scalable Encoding for SLAM](https://mlsanity.com/paper/2112.12130/) (2021)
- [iMAP: Implicit Mapping and Positioning in Real-Time](https://mlsanity.com/paper/2103.12352/) (2021)
- [SplaTAM: Splat, Track & Map 3D Gaussians for Dense RGB-D SLAM](https://mlsanity.com/paper/2312.02126/) (2023)
- [GS-SLAM: Dense Visual SLAM with 3D Gaussian Splatting](https://mlsanity.com/paper/2311.11700/) (2023)
- [Co-SLAM: Joint Coordinate and Sparse Parametric Encodings for Neural Real-Time SLAM](https://mlsanity.com/paper/2304.14377/) (2023)
- [Point-SLAM: Dense Neural Point Cloud-based SLAM](https://mlsanity.com/paper/2304.04278/) (2023)
- [ESLAM: Efficient Dense SLAM System Based on Hybrid Representation of Signed Distance Fields](https://mlsanity.com/paper/2211.11704/) (2022)
- [Gaussian-SLAM: Photo-realistic Dense SLAM with Gaussian Splatting](https://mlsanity.com/paper/2312.10070/) (2023)
- [Vox-Fusion: Dense Tracking and Mapping with Voxel-based Neural Implicit Representation](https://mlsanity.com/paper/2210.15858/) (2022)
- [RGBD GS-ICP SLAM](https://mlsanity.com/paper/2403.12550/) (2024)
- [CG-SLAM: Efficient Dense RGB-D SLAM in a Consistent Uncertainty-aware 3D Gaussian Field](https://mlsanity.com/paper/2403.16095/) (2024)
- [Loopy-SLAM: Dense Neural SLAM with Loop Closures](https://mlsanity.com/paper/2402.09944/) (2024)
- [GSFusion: Online RGB-D Mapping Where Gaussian Splatting Meets TSDF Fusion](https://mlsanity.com/paper/2408.12677/) (2024)
- [When Gaussian Meets Surfel: Ultra-fast High-fidelity Radiance Field Rendering](https://mlsanity.com/paper/2504.17545/) (2025)
- [HS-SLAM: Hybrid Representation with Structural Supervision for Improved Dense SLAM](https://mlsanity.com/paper/2503.21778/) (2025)
- [GauS-SLAM: Dense RGB-D SLAM with Gaussian Surfels](https://mlsanity.com/paper/2505.01934/) (2025)

## Built on by (most cited first, 11 of 11)

- [Scal3R: Scalable Test-Time Training for Large-Scale 3D Reconstruction](https://mlsanity.com/paper/2604.08542/) (2026)
- [GeoWorld: Providing Full-frame Geometry Features to Facilitate 3D Scene Generation](https://mlsanity.com/paper/2511.23191/) (2025)
- [Towards Next-Generation SLAM: A Survey on 3DGS-SLAM Focusing on Performance, Robustness, and Future Directions](https://mlsanity.com/paper/2602.04251/) (2026)
- [Depth Peeling for High-Fidelity Gaussian-Enhanced Surfel Rendering](https://mlsanity.com/paper/2605.25345/) (2026)
- [S2D: Sparse to Dense Lifting for 3D Reconstruction with Minimal Inputs](https://mlsanity.com/paper/2603.10893/) (2026)
- [DualPrim: Compact 3D Reconstruction with Positive and Negative Primitives](https://mlsanity.com/paper/2603.16133/) (2026)
- [ProgressiveAvatars: Progressive Animatable 3D Gaussian Avatars](https://mlsanity.com/paper/2603.16447/) (2026)
- [SemanticXR: Low Power and Real-time Queryable Semantic Mapping with an Object-Level Device-Cloud Architecture](https://mlsanity.com/paper/2606.12849/) (2026)
- [AnythingReality: Robust Online Gaussian Splatting SLAM for Open-Vocabulary VR Scene Exploration](https://mlsanity.com/paper/2607.09260/) (2026)
- [ERF-GS: Reconstructing Fast Motion from Disjoint Event-RGB Viewpoints](https://mlsanity.com/paper/2608.08531/) (2026)
- [CognitiveReality: Robot-Agnostic Semantic Gaussian Mapping with an LLM Agent for Immersive Collaborative VR Teleoperation](https://mlsanity.com/paper/2609.31418/) (2026)

## Abstract (arXiv)

While recent Gaussian-based SLAM methods achieve photorealistic reconstruction from RGB-D data, their computational performance remains a critical bottleneck. State-of-the-art techniques operate at less than 20 fps, significantly lagging behind geometry-based approaches like KinectFusion (hundreds of fps). This limitation stems from the heavy computational burden: modeling scenes requires numerous Gaussians and complex iterative optimization to fit RGB-D data; insufficient Gaussian counts or optimization iterations cause severe quality degradation. To address this, we propose a Gaussian-SDF hybrid representation, combining a colorized signed distance field (SDF) for smooth geometry and appearance with 3D Gaussians to capture underrepresented details. The SDF is efficiently constructed via RGB-D fusion (as in geometry-based methods), while Gaussians undergo iterative optimization. Our representation enables significant Gaussian reduction (50% fewer) by avoiding full-scene Gaussian modeling, and efficient Gaussian optimization (75% fewer iterations) through targeted appearance refinement. Building upon this representation, we develop GPS-SLAM (Gaussian-plus-SDF SLAM), a real-time 3D reconstruction system achieving over 150 fps on real-world Azure Kinect sequences, faster by an order-of-magnitude than state-of-the-art techniques while maintaining comparable reconstruction quality. The source code and data are available at https://gapszju.github.io/GPS-SLAM.
