cs.ROSep 24, 2026

VkVIO: Cross-platform GPU Acceleration for Visual-Inertial Odometry with Vulkan

Authors: Ole Hoffmann, Mateo de Mayo, Daniel Cremers

Organizations: Technical University of Munich, Munich, Germany · Munich Center for Machine Learning, Munich, Germany

Abstract

Perception in robotics and XR fundamentally relies on good state estimation. Visual-inertial odometry (VIO) and Simultaneous Localization and Mapping (VI-SLAM) are proven ways of achieving this goal in a cost-effective and accurate manner. Efficiency in these systems allows for smaller, cooler, and lighter devices. GPU acceleration is a natural approach for reducing latency, thanks to their wide availability in platforms like embedded computers, mobile phones, and XR headsets. However, previous works in the literature have limited themselves to the use of CUDA for this task, significantly reducing deployment options to a single vendor. We instead leverage the vendor-agnostic Vulkan API, originally designed for the strict performance requirements of 3D graphics applications. In this work, we present VkVIO, the first, to the best of our knowledge, cross-platform GPU-accelerated VIO method. We provide state-of-the-art accuracy with causal estimates required for real-time operation. We deploy VkVIO on a diverse range of devices spanning a workstation, a laptop, and an extremely inexpensive single-board computer, while outperforming CUDA-based systems on the same hardware. VkVIO enables possibilities for low-latency, low-power, and low-cost VIO in robotics and XR.

Figures & tables

Explore similar work

Sep 13, 2025

FastTrack: GPU-Accelerated Tracking for Visual SLAM

The tracking module of a visual-inertial SLAM system processes incoming image frames and IMU data to estimate the position of the frame in relation to the map. It is important for the tracking to complete in a timely manner for each frame to avoid poor localization or tracking loss. We therefore present a new approach which leverages GPU computing power to accelerate time-consuming components of tracking in order to improve its performance. These components include stereo feature matching and local map tracking. We implement our design inside the ORB-SLAM3 tracking process using CUDA. Our evaluation demonstrates an overall improvement in tracking performance of up to 2.8x on a desktop and Jetson Xavier NX board in stereo-inertial mode, using the well-known SLAM datasets EuRoC and TUM-VI.
Jul 18, 2026

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

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×\times higher frame rates than the CPU-only baseline while maintaining trajectory accuracy and improving practical deployment across commodity resource-constrained hardware.
Jun 29, 2026

Sphere-VIO: Fast and Robust Visual-Inertial Odometry via Unified Spherical Representation for Heterogeneous Multi-Camera Systems

Multi-camera visual-inertial odometry (VIO) overcomes the inherent limitations of pure visual systems by expanding the field of view. However, existing algorithms are typically tailored for fixed camera setups and lack unified compatibility with heterogeneous multi-camera systems. Meanwhile, due to the absence of a unified cross-camera representation and association mechanism, current methods struggle to achieve a balance among robust cross-camera feature tracking, stable depth estimation, and reliable real-time performance. To address these issues, we present Sphere-VIO, a lightweight filter-based VIO framework with unified spherical representation for heterogeneous multi-camera systems. Specifically, we first propose a Unified Spherical Panorama Model (USPM) that supports all standard camera models and enables bidirectional fast mapping between multi-camera images and a shared spherical space without sequential stitching, simplifying cross-camera feature management and improving triangulation efficiency. Second, we design a parallel-accelerated depth-guided semi-direct tracking pipeline, namely Hierarchical Omnidirectional Feature Alignment (HOFA), with global spherical constraints for robust cross-camera matching, and fuse multi-camera depth observations into a standard depth filter for stable initialization. Finally, we develop a multi-camera-adapted ESKF backend that employs spherical bearing residuals and Schur complement marginalization to minimize computational overhead, enabling accurate real-time state estimation on resource-constrained devices. Extensive experiments on public benchmarks and a custom omnidirectional dataset show that Sphere-VIO achieves superior trade-offs between accuracy, robustness, efficiency, and cross-camera generality.