3D Gaussian Splatting (3DGS) has shown promising results for 3D scene modeling using mixtures of Gaussians, yet its existing simultaneous localization and mapping (SLAM) variants typically rely on direct, deterministic pose optimization against the splat map, making them sensitive to initialization and susceptible to catastrophic forgetting as map evolves. We propose Variational Bayesian Gaussian Splatting SLAM (VBGS-SLAM), a novel framework that couples the splat map refinement and camera pose tracking in a generative probabilistic form. By leveraging conjugate properties of multivariate Gaussians and variational inference, our method admits efficient closed-form updates and explicitly maintains posterior uncertainty over both poses and scene parameters. This uncertainty-aware method mitigates drift and enhances robustness in challenging conditions, while preserving the efficiency and rendering quality of existing 3DGS. Our experiments demonstrate superior tracking performance and robustness in long sequence prediction, alongside efficient, high-quality novel view synthesis across diverse synthetic and real-world scenes.
Figures & tables
Fig. 1: VBGS-SLAM System Overview: Our method takes RGB-D images as input and initializes a point cloud via back-projection. This point cloud seeds a probabilistic 3D Gaussian map parameterized by spatial and color distribution under a generative prior model. The pipeline can be interpreted as a closed-form variational inference framework that jointly optimizes the Gaussian map and estimates the camera pose through a unified objective in Eq. ( 8 ). The online processing integrates new RGB-D image pairs, where keyframe management governs Gaussian adaption, keyframe selection, and co-visibility checking. This unified strategy enables efficient real-time SLAM by coupling mapping and tracking within a shared closed-form update loop.
TABLE III: The ATE of the estimated camera poses (cm) for five baseline methods and our VBGS-SLAM across different sequences of the Replica dataset.
Methods
fr1/
fr1/
fr1/
fr2/
fr3/
Avg.
desk
desk2
room
xyz
off.
NICE-SLAM
4.26
4.99
34.49
31.73
3.87
15.87
Vox-Fusion
3.52
6.00
19.53
1.49
26.01
11.31
Point-SLAM
4.34
4.54
30.92
1.31
3.48
8.92
MonoGS
3.35
6.54
11.86
1.34
5.41
5.70
SplaTAM
20.21
-
-
1.47
-
-
TABLE IV: The ATE of the estimated camera poses (cm) for five baseline methods and our VBGS-SLAM across different sequences of the TUM-RGBD dataset.
Method
T1
T2
T3
T4
T5
T6
T7
Avg.
MonoGS
3.42
5.03
-
2.43
2.01
6.87
26.06
7.64
SplaTAM
18.50
6.14
3.13
-
3.22
-
-
7.75
Ours
4.56
4.22
7.57
2.61
4.85
9.11
8.70
5.94
Ours w/ IMU
4.13
3.95
6.34
2.91
4.52
8.97
9.14
5.71
TABLE V: The ATE of the estimated camera poses (cm) for five baseline methods and our VBGS-SLAM across different sequences of the AR-TABLE dataset.
Fig. 2: Qualitative Comparison of Rendering image to ground truth. The top row displays results on AR-TABLE dataset, while the second row showcases the render results on TUM-RGBD dataset. Columns correspond to rendering image of ground-truth, MonoGS, SplaTAM, and VBGS-SLAM (ours), respectively.
Method
PSNR[db] ↑
SSIM ↑
LPIPS ↓
FPS ↑
NICE-SLAM
24.42
0.809
0.233
0.54
Vox-Fusion
24.41
0.801
0.236
2.17
Point-SLAM
35.17
0.975
0.124
1.33
SplaTAM
34.11
0.97
0.10
0.115
MonoGS
37.79
0.96
0.077
0.445
Ours
37.94
0.95
0.097
0.465
TABLE VI: Quantitative View Rendering Performance on Replica Dataset
Method
PSNR[db] ↑
SSIM ↑
LPIPS ↓
FPS ↑
NICE-SLAM
13.59
0.54
0.49
0.49
Vox-Fusion
15.54
0.63
0.50
2.17
Point-SLAM
15.63
0.66
0.53
0.22
SplaTAM
20.44
0.83
0.29
0.69
MonoGS
18.24
0.63
0.43
0.445
Ours
23.46
0.74
0.31
1.89
TABLE VII: Quantitative View Rendering Performance on TUM-RGBD Dataset
Method
PSNR[db] ↑
SSIM ↑
LPIPS ↓
FPS ↑
GPU Uasage ↓
SplaTAM [ 13 ]
18.15
0.69
0.348
0.229
23.84
MonoGS [ 12 ]
37.79
0.96
0.077
0.445
20.86
Ours
35.24
0.78
0.079
1.374
18.57
Ours w/ IMU
36.75
0.78
0.075
1.373
18.97
TABLE VIII: Quantitative View Rendering Performance on AR-Table Dataset
Cognitive Robotics Lab, Department of Electrical Engineering and Computer Science, University of Arkansas, USA. · Center for AI Research, VinUniversity, Ha Noi, Vietnam.