# Stipple: Real-Time Incremental Gaussian Splatting with Visual-Inertial Tracking

arXiv: https://arxiv.org/abs/2608.00931 · HTML: https://mlsanity.com/paper/2608.00931/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 28 of its 36 references that are in the map.
- First posted on arXiv 2 Aug 2026.

## Builds on (most cited first, 28 of 28)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [ORB-SLAM3: An Accurate Open-Source Library for Visual, Visual-Inertial and Multi-Map SLAM](https://mlsanity.com/paper/2007.11898/) (2020)
- [DROID-SLAM: Deep Visual SLAM for Monocular, Stereo, and RGB-D Cameras](https://mlsanity.com/paper/2108.10869/) (2021)
- [Direct Sparse Odometry](https://mlsanity.com/paper/1607.02565/) (2016)
- [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)
- [gsplat: An Open-Source Library for Gaussian Splatting](https://mlsanity.com/paper/2409.06765/) (2024)
- [GS-SLAM: Dense Visual SLAM with 3D Gaussian Splatting](https://mlsanity.com/paper/2311.11700/) (2023)
- [Deep Patch Visual Odometry](https://mlsanity.com/paper/2208.04726/) (2022)
- [FoundationStereo: Zero-Shot Stereo Matching](https://mlsanity.com/paper/2501.09898/) (2025)
- [Photo-SLAM: Real-time Simultaneous Localization and Photorealistic Mapping for Monocular, Stereo, and RGB-D Cameras](https://mlsanity.com/paper/2311.16728/) (2023)
- [How NeRFs and 3D Gaussian Splatting are Reshaping SLAM: a Survey](https://mlsanity.com/paper/2402.13255/) (2024)
- [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)
- [Visual-Inertial Mapping with Non-Linear Factor Recovery](https://mlsanity.com/paper/1904.06504/) (2019)
- [FastGS: Training 3D Gaussian Splatting in 100 Seconds](https://mlsanity.com/paper/2511.04283/) (2025)
- [HI-SLAM2: Geometry-Aware Gaussian SLAM for Fast Monocular Scene Reconstruction](https://mlsanity.com/paper/2411.17982/) (2024)
- [MM3DGS SLAM: Multi-modal 3D Gaussian Splatting for SLAM Using Vision, Depth, and Inertial Measurements](https://mlsanity.com/paper/2404.00923/) (2024)
- [MG-SLAM: Structure Gaussian Splatting SLAM with Manhattan World Hypothesis](https://mlsanity.com/paper/2405.20031/) (2024)
- [EDGS: Eliminating Densification for Efficient Convergence of 3DGS](https://mlsanity.com/paper/2504.13204/) (2025)
- [High-Fidelity SLAM Using Gaussian Splatting with Rendering-Guided Densification and Regularized Optimization](https://mlsanity.com/paper/2403.12535/) (2024)
- [DenseSplat: Densifying Gaussian Splatting SLAM with Neural Radiance Prior](https://mlsanity.com/paper/2502.09111/) (2025)
- [The Monado SLAM Dataset for Egocentric Visual-Inertial Tracking](https://mlsanity.com/paper/2508.00088/) (2025)
- [MGSO: Monocular Real-time Photometric SLAM with Efficient 3D Gaussian Splatting](https://mlsanity.com/paper/2409.13055/) (2024)
- [CaRtGS: Computational Alignment for Real-Time Gaussian Splatting SLAM](https://mlsanity.com/paper/2410.00486/) (2024)
- [MemGS: Memory-Efficient Gaussian Splatting for Real-Time SLAM](https://mlsanity.com/paper/2509.13536/) (2025)
- [MonoGS++: Fast and Accurate Monocular RGB Gaussian SLAM](https://mlsanity.com/paper/2504.02437/) (2025)
- [GSO-SLAM: Bidirectionally Coupled Gaussian Splatting and Direct Visual Odometry](https://mlsanity.com/paper/2602.11714/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting (3DGS) provides efficient rendering of photo-realistic scenes, but its heavy preprocessing and training steps make it a poor fit for applications that require real-time reconstruction in robotics or XR. This capability is important since it allows immediate feedback and interaction with new environments. Visual-inertial odometry (VIO) and simultaneous localization and mapping (VI-SLAM) systems, on the other hand, specifically target these real-time applications, which makes them a good choice for integration with 3DGS. We propose a new method that tracks and reconstructs simultaneously in real-time by leveraging an efficient visual-inertial tracking system based on Basalt together with a novel incremental method built on top of Brush, an efficient Rust-based GPU-vendor-agnostic implementation of 3D Gaussian Splatting. We show that many of the heavy preprocessing and training steps of 3DGS can be replaced with a more efficient incremental training strategy that has direct access to the information generated by the visual-inertial tracking system. Furthermore, we propose and combine multiple practical improvements to increase the efficiency of the training pipeline and adapt it to run in real-time, parallel to the tracking thread. This work highlights the value of exploiting the complementary nature of SLAM and 3DGS, and how that can lead to promising results for real-time 3D reconstruction.
