RTGS: Real-Time 3D Gaussian Splatting SLAM via Multi-Level Redundancy Reduction
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Abstract (arXiv)
3D Gaussian Splatting (3DGS) based Simultaneous Localization and Mapping (SLAM) systems can largely benefit from 3DGS's state-of-the-art rendering efficiency and accuracy, but have not yet been adopted in resource-constrained edge devices due to insufficient speed. Addressing this, we identify notable redundancies across the SLAM pipeline for acceleration. While conceptually straightforward, practical approaches are required to minimize the overhead associated with identifying and eliminating these redundancies. In response, we propose RTGS, an algorithm-hardware co-design framework that comprehensively reduces the redundancies for real-time 3DGS-SLAM on edge. To minimize the overhead, RTGS fully leverages the characteristics of the 3DGS-SLAM pipeline. On the algorithm side, we introduce (1) an adaptive Gaussian pruning step to remove the redundant Gaussians by reusing gradients computed during backpropagation; and (2) a dynamic downsampling technique that directly reuses the keyframe identification and alpha computing steps to eliminate redundant pixels. On the hardware side, we propose (1) a subtile-level streaming strategy and a pixel-level pairwise scheduling strategy that mitigates workload imbalance via a Workload Scheduling Unit (WSU) guided by previous iteration information; (2) a Rendering and Backpropagation (R&B) Buffer that accelerates the rendering backpropagation by reusing intermediate data computed during rendering; and (3) a Gradient Merging Unit (GMU) to reduce intensive memory accesses caused by atomic operations while enabling pipelined aggregation. Integrated into an edge GPU, RTGS achieves real-time performance (>= 30 FPS) on four datasets and three algorithms, with up to 82.5x energy efficiency over the baseline and negligible quality loss. Code is available at https://github.com/UMN-ZhaoLab/RTGS.
Key facts. Cited by 5 papers in the map (data through 14 Oct 2026). First posted on arXiv 8 Oct 2025.
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Citing papers per year: 2026: 5.
5 papers.
- 2026Towards Next-Generation SLAM: A Survey on 3DGS-SLAM Focusing on Performance, Robustness, and Future Directionscited by 2
- 2026Improving Continual Learning for Gaussian Splatting based Environments Reconstruction on Commercial Off-the-Shelf Edge Devicescited by 1
- 2026GaussLite: Online Task-Conditioned 3D Gaussian Splatting for Real-Time Robotic Mappingcited by 1
- 2026DeGS: A Scalable 3DGS Architecture via Decoupled Workload Parsing and Reorganizationcited by 1
- 2026From Splats to Silicon: Rethinking Computational Efficiency of 3DGScited by 0
- 2026From Splats to Silicon: Rethinking Computational Efficiency of 3DGS5 Sep 2026
- 2026DeGS: A Scalable 3DGS Architecture via Decoupled Workload Parsing and Reorganization3 Aug 2026
- 2026GaussLite: Online Task-Conditioned 3D Gaussian Splatting for Real-Time Robotic Mapping29 Jun 2026
- 2026Improving Continual Learning for Gaussian Splatting based Environments Reconstruction on Commercial Off-the-Shelf Edge Devices9 Mar 2026
- 2026Towards Next-Generation SLAM: A Survey on 3DGS-SLAM Focusing on Performance, Robustness, and Future Directions4 Feb 2026