cs.ROOct 18, 2026

Localization and Neural Splatting on the Edge: An FPGA Scene Memory for Robots

Authors: Haohua Que, Mingkai Liu, Tianle Zhu, Handong Yao

Organizations: School of Environmental, Civil, Agricultural and Mechanical Engineering, College of Engineering, University of Georgia, Athens, GA 30602, USA

Abstract

Resource-constrained robots and autonomous vehicles need scene memories that localize a camera and render nearby views without a desktop GPU. Scene-coordinate regression (SCR) and 3D Gaussian splatting (3DGS) fit because they avoid an SfM stage, but ACEsplat-style pipelines are GPU-centered, and moving them to an edge FPGA is hard because SCR is pose-sensitive and 3DGS rendering is irregular and capacity-sensitive. We present LENS, an edge scene-memory acceleration system on the AMD KR260 that brings an ACEsplat-style workload to a low-power FPGA/ARM platform. Rather than proposing a new scene model, LENS co-designs the two dominant kernels with the board data path: an INT16 SCR accelerator that preserves pose accuracy, and a bit-exact fixed-point ordered 3DGS renderer that rewrites alpha transmittance as a log-sum-exp recurrence and removes provably useless streamed Gaussians. All LENS latency, power, and quality results are board-measured. The SCR engine preserves DSAC* localization accuracy at 25.42 ms, the on-board renderer reaches 34.11 dB on Cambridge against ACEsplat's 33.20, novel-view synthesis on RealEstate10K reaches 27.84 dB against 26.11, and all ten Wayspots scenes reach the ACEsplat rendering target. LENS wins performance per watt over a Jetson Orin NX on every deployment task, by 1.9x to 5.7x at about a quarter of the power, and is faster in absolute latency on localization and Wayspots rendering. On-device training reaches ACEsplat-level quality but not the GPU's time or energy, marking the remaining boundary for a future training accelerator.

Figures & tables

Explore similar work

Jun 20, 2026

ACEsplat: Accelerated 3D Gaussian Scene Regression via RGB and Poses Only

Per-scene 3D Gaussian Splatting (3DGS) enables high-fidelity rendering, but practical robotic and AR scene capture pipelines often depend on external geometric initialization (e.g., SfM point clouds or depth estimates), which can be slow and brittle in on-site deployment. We present ACEsplat, a fast per-scene optimization framework that reconstructs 3D Gaussian representations from RGB images and camera poses only, without requiring external 3D priors (e.g., precomputed SfM models or supervised depth maps). ACEsplat uses a two-stage pipeline: (1) a self-supervised scene coordinate regression (SCR) module builds an internal geometry prior within 4--5 minutes; (2) SCR features and coordinate priors are fused by a lightweight Gaussian initialization head, followed by per-scene 3DGS optimization. On static-view rendering, ACEsplat achieves 29.11 dB PSNR on Wayspots with real-time SLAM poses and 33.20 dB on Cambridge Landmarks with SfM-refined poses. On RealEstate10K sparse-view novel view synthesis, it achieves competitive image fidelity under a challenging 2-view setting. ACEsplat completes scene-specific SCR mapping and 3DGS reconstruction within 15--25 minutes on a single GPU, making it a practical RGB+pose-only solution for rapid scene setup in robotics and mixed-reality applications.
Mar 9, 2026

Improving Continual Learning for Gaussian Splatting based Environments Reconstruction on Commercial Off-the-Shelf Edge Devices

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.
Oct 20, 2026

RLSplat: Resource-Linear Budget Control for Feed-forward 3D Gaussian Splatting

Feed-forward 3D Gaussian Splatting (FF3DGS) reconstructs 3D scenes from images in a single forward pass, making it well-suited to applications that must operate within limited resource budgets. To further improve its practicality, recent budget-controllable FF3DGS methods allow the number of Gaussians to be adjusted at inference, so that the output meets a given storage limit or rendering-latency constraint. However, these methods overlook the cost of inference itself: to produce a representation with the target number of Gaussians, they first predict a dense set of Gaussians and then prune or select from it, requiring nearly constant latency and peak memory regardless of the budget. We therefore propose RLSplat, a resource-linear budget-controllable FF3DGS framework whose representation size, inference latency, and peak memory all decrease linearly as the Gaussian budget is reduced. Instead of pruning or selection, RLSplat learns a Gaussian allocation policy that distributes the budget across local scene regions, so that exactly the requested number of Gaussians is generated. These Gaussians are then refined through resource-linear Gaussian decoding, in which each Gaussian attends only to nearby Gaussians found via an efficient hierarchical neighbor search, so that the decoding cost decreases linearly with fewer Gaussians. In zero-shot evaluation, RLSplat outperforms prior budget-controllable methods at every budget, surpassing the strongest baseline even with 4×\times fewer Gaussians, while running up to 4.1×\times faster with 9.6×\times less peak memory at low budgets.