RoMo-GS: Efficient Online 3D Gaussian Splatting for Robot Mapping via Exposure-Integrated Motion Blur
Organizations: RAI Institute, United States · Department of Mechanical Engineering, Seoul National University, South Korea
Abstract
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
| BAD-Gaussians | Deblurring 3DGS | GSOM | BAGS | CoMoGaussian | Ours | |
|---|---|---|---|---|---|---|
| PSNR | 28.367 | 24.174 | 22.895 | 24.606 | 23.650 | 25.148 |
| SSIM | 0.903 | 0.768 | 0.775 | 0.767 | 0.748 | 0.799 |
| LPIPS | 0.055 | 0.097 | 0.274 | 0.090 | 0.102 | 0.179 |
| Train Time (sec) | 2073.03 | 623.92 | 1431.63 | 1938.75 | 6203.25 | 41.68 |
| # of Gaussians | 261,602 | 168,837 | 121,553 | 141,271 | 55,845 | 75,813 |
| Deblurring 3DGS | GSOM | BAGS | CoMoGaussian | Ours | |
| PSNR | 14.278 | 25.879 | 19.414 | 19.764 | 25.367 |
| SSIM | 0.545 | 0.881 | 0.842 | 0.842 | 0.905 |
| LPIPS | 0.430 | 0.186 | 0.202 | 0.147 | 0.113 |
| Train Time (sec) | 685.73 | 1648.60 | 2922.50 | 7518.50 | 117.74 |
| # of Gaussians | 141,926 | 112,874 | 153,041 | 54,777 | 117,669 |
| 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 |
| 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 |
| Ours (Exposure-Integrated) | w/o Blur Reduction | Multi Sample ( ) | Multi Sample ( ) | |
|---|---|---|---|---|
| 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 |
| 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 |
| PSNR | SSIM | LPIPS | # of Gaussians | |
|---|---|---|---|---|
| Ours | 25.648 | 0.908 | 0.113 | 106,285 |
| MODP | 23.726 | 0.879 | 0.244 | 129,165 |
| 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 |
Appendix figures & tables1 asset
Supplementary material from the paper’s appendix.
Appendix
3D Gaussian Splatting
3D Gaussian Splatting represents scenes as optimizable 3D Gaussian primitives for fast, photorealistic rendering from new viewpoints.
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