Novel view synthesis (NVS) is increasingly relevant for edge robotics, where compact and incrementally updatable 3D scene models are needed for SLAM, navigation, and inspection under tight memory and latency budgets. Variational Bayesian Gaussian Splatting (VBGS) enables replay-free continual updates for the 3DGS algorithm by maintaining a probabilistic scene model, but its high-precision computations and large intermediate tensors make on-device training impractical. We present a precision-adaptive optimization framework that enables VBGS training on resource-constrained hardware without altering its variational formulation. We (i) profile VBGS to identify memory/latency hotspots, (ii) fuse memory-dominant kernels to reduce materialized intermediate tensors, and (iii) automatically assign operation-level precisions via a mixed-precision search with bounded relative error. Across the Blender, Habitat, and Replica datasets, our optimised pipeline reduces peak memory from 9.44 GB to 1.11 GB and training time from ~234 min to ~61 min on an A5000 GPU, while preserving (and in some cases improving) reconstruction quality of the state-of-the-art VBGS baseline. We also enable for the first time NVS training on a commercial embedded platform, the Jetson Orin Nano, reducing per-frame latency by 19x compared to 3DGS.
Figures & tables
Figure 1: Novel view synthesis setup: observed training views (in gray) are used for training. Test views (in red) are used to evaluate rendering quality from unseen viewpoints.
Method
Continual
Replay free
Edge training
COTS HW
Voyager [ 11 ]
n.a.
n.a.
n.a.
✓
ECO-GS [ 19 ]
n.a.
n.a.
n.a.
✓
3DGS [ 9 ]
✗
n.a.
✗
✓
Grendel [ 25 ]
✗
n.a.
✗
✓
CLNeRF [ 2 ]
✓
✗
✗
✓
G. S. SLAM [ 12 ]
✓
✗
✗
✓
Table 1: State-of-the-art GS methods.
Figure 2: VBGS generative model M overview. A point p with position sp and color cp is generated by a component n given a latent assignment zp , coming from a categorical distribution with parameter π . Gray circles denote observed data.
Algorithm 1 VBGS training pipeline
Figure 3: Runtime breakdown of VBGS between the reassignment and fitting steps.
Figure 4: Memory profile during a fit step (top) and a reassign step (bottom) window. The shaded areas represent the function executed during that timestep.
Figure 5: Effect of replacing a materialise-then-reduce implementation with a fused contraction ( Algorithm 3 ).
Figure 6: Compilation and runtime behaviour overview of the mixed-precision search algorithm.
lego
chair
drums
ficus
hotdog
materials
mic
ship
Van Gogh Room
Apartment
Skokloster Castle
Room0
Room1
Office0
Office1
3DGS
19.10
20.59
15.04
19.41
19.81
16.11
23.03
21.15
20.55
19.18
14.30
23.76
26.98
33.03
33.88
(w. replay)
±1.02
±0.85
±1.13
±0.90
±1.86
±1.45
±0.72
±0.82
±4.02
±5.32
±4.36
±4.04
±2.71
±3.13
±2.44
3DGS
8.86
10.73
8.25
13.22
9.72
9.66
16.14
12.27
10.14
10.57
10.74
10.52
11.54
14.55
14.66
(w/o. replay)
±5.79
±2.48
±5.09
±4.63
±6.10
±5.11
±3.30
±5.34
±6.44
±6.96
±9.45
±4.73
±4.00
±11.17
±9.59
VBGS
22.17
22.44
19.50
21.93
24.32
20.67
24.53
22.28
21.54
24.33
17.12
20.74
21.60
27.56
30.04
(baseline)
±0.80
±1.01
±0.50
±0.76
±0.85
±1.39
±0.61
±0.97
±3.07
±3.22
±3.22
±2.65
±1.52
±2.41
±3.23
Table 2: PSNR (dB) on Blender (left block) and Habitat (center block) and Replica (right block). All models are evaluated after 200 training frames on 100 unseen validation frames. Values are reported as μ±σ . The best performance for each scene is shown in bold .
Implementation
Per-frame average latency
Memory usage
A5000 (3DGS w. replay)
∼ 410 s
4.14 GB
A5000 (VBGS)
70.12 s
9.44 GB
A5000 (Optimized VBGS)
18.33 s
1.11 GB
Jetson (3DGS w. replay)
∼ 3470 s
6.54 GB
Jetson (Baseline VBGS)
n.a. †
n.a. †
Jetson (Optimized VBGS)
∼ 180 s
2.53 GB
Table 3: Performance of 3DGS and VBGS training before/after our optimizations on deployment targets. † OOM on Jetson.
Figure 7: PSNR evolution of VBGS under different homogeneous precision variants on the Habitat Van Gogh Room environment.
Figure 8: Tolerance sweep for the mixed-precision search on Habitat Van Gogh Room .
Figure 9: Performance comparison of the VBGS baseline implementation and our optimized training pipeline on 100 validation frames on the Replica dataset.
Figure 10: Performance comparison of the VBGS baseline implementation and our optimized training pipeline on 100 validation frames on the Habitat dataset.
Figure 11: Performance comparison of the VBGS baseline implementation and our optimized training pipeline on 100 validation frames on the Replica dataset.
Figure 12: Quality comparison of renderings generated from models trained on 200 Blender frames.
Figure 13: Quality comparison of renderings generated from models trained on 200 Habitat and Replica frames.
Dept. of Computer Science University of Texas at Arlington · School of Computer Science Georgia Institute of Technology · School of Computing University of Georgia +2