mlsanityData to 14 Oct 2026

GLidE-SLAM: GL-Accelerated Indirect-Direct Embedded SLAM

arXiv 2607.16897 ↗First posted 18 Jul 2026cs.ROcited by 2

Not on the map. Why?

Abstract (arXiv)

With the growing demand for robotics, autonomous drones, and wearable extended reality systems, the deployment of Visual SLAM on embedded devices remains challenging. Tracking must sustain high frame rates while preserving compute resources for map extension and maintenance. This paper presents GLidE-SLAM, a monocular hybrid indirect-direct framework that addresses this by architectural separation: the system performs GPU-accelerated direct tracking on intermediate frames, while reserving the full indirect pipeline for map extension and global consistency. We leverage highly parallel image-alignment operations for pose-only estimation without depth optimization or map point creation, making the workload suitable for GPU offloading and freeing CPU resources for backend tasks. We implement the direct tracker using vendor-agnostic OpenGL ES~3.1 compute shaders, enabling deployment across a broader range of commodity embedded platforms without requiring CUDA support. To our knowledge, this is the first complete direct photometric pose estimator realized via compute shaders for embedded-class devices. Experiments on target platforms demonstrate up to 9× higher frame rates than the CPU-only baseline while maintaining trajectory accuracy and improving practical deployment across commodity resource-constrained hardware.

Key facts. Cited by 2 papers in the map (data through 14 Oct 2026). First posted on arXiv 18 Jul 2026.

Builds on

No reference list yet.

Built on by

Cited by year (2026 to 14 Oct)

Citing papers per year: 2026: 2.

2 papers.