# MemGS: Memory-Efficient Gaussian Splatting for Real-Time SLAM

arXiv: https://arxiv.org/abs/2509.13536 · HTML: https://mlsanity.com/paper/2509.13536/

## Key facts

- Cited by 6 papers in the map (data through 14 Oct 2026).
- Builds on 23 of its 34 references that are in the map.
- First posted on arXiv 16 Sep 2025.

## Builds on (most cited first, 23 of 23)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [ORB-SLAM: a Versatile and Accurate Monocular SLAM System](https://mlsanity.com/paper/1502.00956/) (2015)
- [The Replica Dataset: A Digital Replica of Indoor Spaces](https://mlsanity.com/paper/1906.05797/) (2019)
- [ORB-SLAM3: An Accurate Open-Source Library for Visual, Visual-Inertial and Multi-Map SLAM](https://mlsanity.com/paper/2007.11898/) (2020)
- [NICE-SLAM: Neural Implicit Scalable Encoding for SLAM](https://mlsanity.com/paper/2112.12130/) (2021)
- [Direct Sparse Odometry](https://mlsanity.com/paper/1607.02565/) (2016)
- [iMAP: Implicit Mapping and Positioning in Real-Time](https://mlsanity.com/paper/2103.12352/) (2021)
- [Gaussian Splatting SLAM](https://mlsanity.com/paper/2312.06741/) (2023)
- [SplaTAM: Splat, Track & Map 3D Gaussians for Dense RGB-D SLAM](https://mlsanity.com/paper/2312.02126/) (2023)
- [Compact 3D Gaussian Representation for Radiance Field](https://mlsanity.com/paper/2311.13681/) (2023)
- [NeRF-SLAM: Real-Time Dense Monocular SLAM with Neural Radiance Fields](https://mlsanity.com/paper/2210.13641/) (2022)
- [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)
- [Photo-SLAM: Real-time Simultaneous Localization and Photorealistic Mapping for Monocular, Stereo, and RGB-D Cameras](https://mlsanity.com/paper/2311.16728/) (2023)
- [BundleFusion: Real-time Globally Consistent 3D Reconstruction using On-the-fly Surface Re-integration](https://mlsanity.com/paper/1604.01093/) (2016)
- [Loc-NeRF: Monte Carlo Localization using Neural Radiance Fields](https://mlsanity.com/paper/2209.09050/) (2022)
- [RGBD GS-ICP SLAM](https://mlsanity.com/paper/2403.12550/) (2024)
- [LDSO: Direct Sparse Odometry with Loop Closure](https://mlsanity.com/paper/1808.01111/) (2018)
- [Real-time Scalable Dense Surfel Mapping](https://mlsanity.com/paper/1909.04250/) (2019)
- [A Framework for the Volumetric Integration of Depth Images](https://mlsanity.com/paper/1410.0925/) (2014)

## Built on by (most cited first, 6 of 6)

- [DiskChunGS: Large-Scale 3D Gaussian SLAM Through Chunk-Based Memory Management](https://mlsanity.com/paper/2511.23030/) (2025)
- [Towards Next-Generation SLAM: A Survey on 3DGS-SLAM Focusing on Performance, Robustness, and Future Directions](https://mlsanity.com/paper/2602.04251/) (2026)
- [Local-GS: Accelerating 3D Gaussian Splatting via Tile-Local Warp Coherence](https://mlsanity.com/paper/2606.16566/) (2026)
- [A Survey of Spatial Memory Representations for Efficient Robot Navigation](https://mlsanity.com/paper/2604.16482/) (2026)
- [Stipple: Real-Time Incremental Gaussian Splatting with Visual-Inertial Tracking](https://mlsanity.com/paper/2608.00931/) (2026)
- [Compact Feed-Forward 3D Gaussians via Saliency-Guided Primitive Merging](https://mlsanity.com/paper/2608.10712/) (2026)

## Abstract (arXiv)

Recent advancements in 3D Gaussian Splatting (3DGS) have made a significant impact on rendering and reconstruction techniques. Current research predominantly focuses on improving rendering performance and reconstruction quality using high-performance desktop GPUs, largely overlooking applications for embedded platforms like micro air vehicles (MAVs). These devices, with their limited computational resources and memory, often face a trade-off between system performance and reconstruction quality. In this paper, we improve existing methods in terms of GPU memory usage while enhancing rendering quality. Specifically, to address redundant 3D Gaussian primitives in SLAM, we propose merging them in voxel space based on geometric similarity. This reduces GPU memory usage without impacting system runtime performance. Furthermore, rendering quality is improved by initializing 3D Gaussian primitives via Patch-Grid (PG) point sampling, enabling more accurate modeling of the entire scene. Quantitative and qualitative evaluations on publicly available datasets demonstrate the effectiveness of our improvements.
