Online 3D Gaussian Splatting (3DGS) is emerging as a practical way to build a representation for robotics applications. However, deploying it on real-world platforms exposes multiple challenges. Rapid maneuvers of a robot induce motion-blurred images, which corrupt the reconstructed geometry and cause camera pose drift. Furthermore, the number of Gaussians grows without bound during continuous online mapping. In this study, we present RoMo-GS, an online 3DGS system designed to address these challenges. Instead of averaging N discrete sub-frames as in prior motion blur-aware 3DGS, we analytically integrate each projected Gaussian over the exposure interval, yielding an O(1) complexity per Gaussian. Building on this, we bound the Gaussians' growth with a Hessian-based pruning score, while jointly refining pose, velocity, and Gaussians with Adam and an online LM step over the Gaussians. On multiple public datasets and a self-collected dataset, RoMo-GS matches or exceeds offline deblurring 3DGS methods in rendering quality while running 15--150x faster, and operates online at competitive quality with about 20% fewer Gaussians than the online 3DGS baseline.
Figures & tables
Figure 1: We introduce RoMo-GS , an efficient online 3D Gaussian Splatting system for real-world robotic mapping. Given a stream of motion-blurred frames captured by robots and front-end vision tracker outputs (a), RoMo-GS produces a compact 3DGS map (b) and sharp renderings online (c).
Figure 2: Overview of RoMo-GS . Given inputs from the vision-based tracker, we spawn initial Gaussians with the landmarks and depth samples. The exposure-integrated motion blur model renders a blurry image in a single rasterization. A joint Adam loop and an LM step refine the camera state and Gaussians, while Hessian-based score prunes redundant Gaussians. The pipeline produces a compact 3DGS map and sharp online renderings.
Figure 3: Comparison with multi-sample. (a) Static Gaussian with a motion arrow. (b) Nblur=5 , visible discretization. (c) Nblur=100 , smoother, but expensive. (d) Our model results same as (c) at a single sample.
Table 2: ETH3D Real World Dataset Experiment Results
Figure 4: Top: ETH3D real-world. Bottom: Deblur-NeRF synthetic. GSOM fails to handle motion blur on both. Deblurring 3DGS and BAGS handle the synthetic case but collapse on ETH3D. CoMoGaussian is competitive on both, while Ours matches CoMoGaussian’s visual quality and trains 70–150 × faster online.
RTG-SLAM
GS-ICP
MonoGS
Photo-SLAM
HI-SLAM2
tttLRM
MODP
Ours
PSNR ↑
16.794
20.600
24.247
17.187
21.811
17.954
25.267
25.284
SSIM ↑
0.617
0.768
0.803
0.652
0.784
0.714
0.842
0.840
LPIPS ↓
0.461
0.220
0.227
0.334
0.200
0.363
0.187
0.194
Running Speed (fps)
7.540
30.143
2.420
46.585
4.827
12.239
11.335
11.044
# of Gaussians
303,425
1,584,402
37,811
66,395
93,609
3,726,362
210,275
167,234
Table 3: TUM Real World Dataset Experiment Results
RTG-SLAM
GS-ICP
MonoGS
Photo-SLAM
HI-SLAM2
tttLRM
MODP
Ours
PSNR ↑
20.460
18.503
23.387
21.254
23.640
21.316
26.994
26.822
SSIM ↑
0.718
0.740
0.793
0.757
0.832
0.748
0.871
0.867
LPIPS ↓
0.512
0.380
0.398
0.441
0.276
0.382
0.202
0.213
Running Speed (fps)
7.275
29.081
1.424
53.744
4.066
13.822
9.091
9.150
# of Gaussians
405,179
3,279,379
81,868
268,928
117,082
3,725,979
385,557
309,111
Table 4: Custom Real World Dataset Experiment Results
Figure 5: Scene reconstruction result of RoMo-GS on custom dataset. The red line shows the robot trajectory, including jittering due to the system’s physical interaction with the environment, and the yellow squares are the camera frustums.
Ours (Exposure-Integrated)
w/o Blur Reduction
Multi Sample ( Nblur=5 )
Multi Sample ( Nblur=10 )
PSNR ↑
25.367
24.355
25.951
26.003
SSIM ↑
0.905
0.892
0.911
0.911
LPIPS ↓
0.113
0.202
0.121
0.107
Running Speed (fps)
3.695
5.698
2.448
1.592
# of Gaussians
117,669
129,128
124,831
126,902
Table 5: Comparison with Multi-Sample Rendering on ETH3D Dataset
Figure 6: Comparison of exposure-integrated blur with multi-sample blur. Nblur=5 partially reduces motion blur. Compared with Nblur=10 , our model provides a competitive result with 2× running speed.
Figure 7: Gaussian number growth on dog_park sequence. The number of Gaussians converges with Hessian-based Online Gaussian Pruning, while the Gaussian number of others grows unbounded or fluctuates unstably.
PSNR
SSIM
LPIPS
# of Gaussians
Ours
25.148
0.799
0.179
75,813
Ours (150K Gaussians)
25.499
0.815
0.164
150,164
Deblurring 3DGS
24.174
0.768
0.097
168,837
Table 7: Experiment with ∼ 150K Gaussians on the Deblur-NeRF Synthetic Dataset
PSNR
SSIM
LPIPS
# of Gaussians
Ours
25.648
0.908
0.113
106,285
MODP
23.726
0.879
0.244
129,165
Table 8: Comparison with MODP on the camera_shake_1 sequence of ETH3D
Figure 8: RoMo-GS and MODP on the blurry input (camera_shake_1 seq of ETH3D).
Pruning
Deblurring
LM
Pose/velocity
PSNR
SSIM
LPIPS
# of Gaussians
✓
✓
✓
✓
24.145
0.876
0.232
62,582
✗
✓
✓
✓
25.648
0.908
0.113
106,285
✗
✗
✓
✓
23.485
0.876
0.247
139,051
✗
✗
✗
✓
23.457
0.876
0.250
131,815
✗
✗
✗
✗
23.059
0.872
0.251
122,100
Table 9: Complete system ablation study of RoMo-GS on the camera_shake_1 sequence of ETH3D
Appendix figures & tables1 asset
Supplementary material from the paper’s appendix.
Appendix
Figure 9: Real-world robot platforms used to acquire the custom dataset. (a) Handheld system with an Intel RealSense D435i RGB-D camera. (b) Spot quadruped robot with an Intel RealSense D455 RGB-D camera. (c) Franka robot arm with an Intel RealSense D405 RGB-D camera.
Recent 3D Gaussian Splatting (3DGS) has enabled efficient photorealistic view synthesis and is rapidly being adopted in simultaneous localization and mapping (SLAM) systems for online mapping. In these systems, a Gaussian map must be expanded and refined incrementally while tracking runs in real time, so initialization and density control directly determine where limited computation and iterations are spent. This contrasts with offline 3DGS reconstruction, where such heuristics can be amortized over long optimization schedules. However, most 3DGS-SLAM pipelines inherit initialization and density-control heuristics from offline reconstruction, which can become brittle under the strict per-keyframe optimization budgets and incremental map growth of online SLAM. In this work, we revisit these heuristics in a decoupled 3DGS-SLAM setting and propose three geometry-aware methods that operate in the mapping thread: transmittance-preserving densification, camera-aware scale initialization from depth and intrinsics, and error-guided densification that focuses new primitives on high-residual regions. Our results show consistent improvements in rendering quality with negligible overhead, highlighting the coupling between photometric residuals and pose uncertainty in online SLAM. We will open-source our code to the community to foster growth and validate reproducibility.
Thai Luu, Quan Tran, Hieu Phan +1
Cognitive Robotics Lab, Department of Electrical Engineering and Computer Science, University of Arkansas, USA. · Center for AI Research, VinUniversity, Ha Noi, Vietnam.
Existing 3D Gaussian Splatting (3DGS) systems distribute representation capacity uniformly across a scene, ignoring the fact that many downstream robotic tasks engage only a fraction of the reconstructed geometry. This causes valuable onboard compute to be allocated towards optimizing irrelevant parts of the scene, either limiting online capacity or under-optimizing the most relevant parts of the scene. We introduce GaussLite, a task-driven 3DGS mapping system that conditions its representation density on a natural-language task specification. Given a posed RGB-D stream and a task such as "prepare to pick up the object on the desk," GaussLite uses a one-shot LLM parser to extract target and anchor objects, which are grounded per-frame by an open-vocabulary detector and segmented to produce per-pixel relevance masks in real time. The mapper allocates seeding density, gradient flow and scaling by task relevance. At matched Gaussian budget and real-time mapping at 4 Hz on resource-constrained hardware, GaussLite outperforms baselines on ROI PSNR on the Replica Dataset by an average +2.72 dB and on a real-hardware demonstration in indoor and outdoor settings by +2.23 dB. We further show that two task-specialized agents' maps can be fused into a single shared map via per-voxel voting on active-optimization counts in real time, outperforming concatenation by +3.42 dB while only sharing an average 7.08% of the map.
Online 3D reconstruction from monocular image sequences is a challenging and ongoing research topic. 3D Gaussian Splatting (3DGS), leveraging its high-quality real-time rendering capability, empowers online 3D reconstruction to represent dense scenes with enhanced expressiveness, and thus holds great promise for a wide range of applications such as robotics and AR/VR. However, existing online 3DGS methods still suffer from some key challenges: fragile camera pose estimation due to the lack of global optimization, and low optimization efficiency in large-scale or long-sequence scenarios. To address these issues, we propose a robust and efficient online voxelized 3DGS reconstruction framework integrated with global Sim(3) optimization, which enables reliable camera tracking and efficient global loop closure for both camera poses and voxelized 3DGS. To accelerate the convergence of the voxelized 3DGS, we further introduce a color residual learning strategy, which not only boosts optimization speed but also enhances rendering quality. Extensive experiments on diverse indoor and outdoor datasets demonstrate that our method achieves state-of-the-art performance in both camera pose estimation accuracy and rendering quality, while retaining real-time efficiency. Additionally, we develop and deploy a real-world UAV-based active reconstruction system grounded on our proposed method, validating its robustness and generalizability for practical online 3D reconstruction tasks. Our code and data are available at https://github.com/TrickyGo/MoonSplat.
Guo Pu, Yixuan Han, Haofeng Li +3
Wangxuan Institute of Computer Technology, Peking University, China · Beijing Hydrogen Intelligent Tech. Co., Ltd., China