3DGS SLAM

3DGS: 3D Gaussian Splatting · SLAM: Simultaneous Localization and Mapping

Momentum

10 papers in the last four weeks, with none the four weeks before. 0.1% of all new papers.

Jul 13Week of Sep 28

Latest papers 30

Sep 28, 2026cs.CV

RRG-SLAM: Real-time Reflection-aware Gaussian SLAM for Indoor Scenes

We introduce the first real-time reflection-aware Gaussian SLAM system for indoor scenes. The system features a reflection-aware TSDF-Gaussian hybrid representation that explicitly separates diffuse scene appearance from reflection components. The base scene is modeled by a TSDF volume and a set of base Gaussians capturing geometry and diffuse appearance, while planar reflections are represented by reflection Gaussian groups associated with detected reflective planes. The rendering is performed in three passes: TSDF raycasting first yields surface color, depth, plane IDs and reflection masks; base Gaussians are then rendered order-independently with depth culling and combined with the TSDF output to form the base image; finally, under the guidance of the plane ID map, reflection Gaussians from different reflection groups are rasterized only into their corresponding planar regions to generate the reflection image, which is subsequently composited with the base image via the reflection mask to produce the final output. For online reconstruction, our system first estimates the camera pose through reflection-aware tracking to suppress interference of reflection-dominated regions. It then identifies reflective planes using geometric, semantic, and temporal cues, and fuses the observations into the augmented TSDF volume with reflection-aware attributes. Afterwards the base and reflection Gaussians are initialized, optimized, and pruned online to maintain both reconstruction quality and efficiency. Experiments on a variety of datasets show that our method outperforms existing SLAM systems in reconstruction quality, tracking robustness, and novel-view rendering for indoor environments with reflections, while preserving real-time performance.
Sep 22, 2026cs.RO

ArborSplat: Online Semantic Gaussian Splatting SLAM for Orchards

Orchard robots need maps that preserve small but semantically important structures such as trunks, trellises, and fruit. 3D Gaussian Splatting (3DGS) SLAM achieves high photometric fidelity. However, its optimization remains appearance-driven, and transferring image semantics to 3D points is unreliable for thin structures, whose pixels may receive depth from background surfaces. We present ArborSplat, an online semantic 3DGS SLAM system that tracks with LiDAR odometry and optimizes semantics directly on the Gaussian map, constrained by class-specific height bands above a ground plane fitted to each keyframe's stereo point cloud, and fuses multi-view evidence into a semantic point cloud online while rejecting labels inconsistent with the local ground surface or with monocular depth. Class-constrained refinement reserves Gaussian capacity for underrepresented structures and, under reduced budgets, increases training-view accuracy on tree classes. We evaluate the approach on apple and pear orchards during dormancy, flowering, and harvesting. On full routes, it keeps ATE below 0.5 m on all 12 traversals. On shared 301-frame segments, it exceeds SGS-SLAM and GS3LAM by 0.23 to 0.50 training-view and 0.15 to 0.36 held-out mIoU while running 1.7 to 7.5 times faster, whereas SemGauss-SLAM runs out of GPU memory on all six.
Sep 22, 2026cs.RO

Dual Covariance Gaussian Splatting SLAM: Decoupling Rendering and Registration for Robust Real-Time Tracking

ICP-based 3D Gaussian Splatting (3DGS) SLAM tracks in real time by registering incoming frames against map Gaussians, using each primitive's covariance for both rendering and registration. These two uses place conflicting demands on one covariance. The mapper shapes it to minimize photometric error, often flattening it against surfaces, while robust registration typically benefits from measurement uncertainty. We propose a dual-covariance parameterization. Each Gaussian keeps a single mean but holds two covariances: a rendering covariance optimized by the mapper, and a tracking covariance derived from an RGB-D sensor noise model. We further use the tracking covariances as Gaussian anchors for image corners, providing constraints in directions where depth geometry is weak. We evaluate on TUM RGB-D, ScanNet, Replica, and two outdoor sequences recorded with a RealSense D435i on wheeled and handheld platforms. We achieve robust tracking performance across multiple scenes and reduced odometry drift, while tracking at ∼\sim 60 FPS.
Sep 21, 2026cs.RO

BayesianGS-SLAM: Uncertainty-Aware Neural Rendering SLAM via Probabilistic Formulation

Neural-rendering-based SLAM relies on rendered RGB-D residuals for camera tracking and map optimization, but the reliability of these predictions can vary substantially because of sensor noise, limited observation coverage, and incomplete map representations. Without an explicit reliability estimate, unreliable residuals may adversely affect pose optimization, while frames already well explained by the current map may trigger redundant mapping updates. In this paper, we present BayesianGS-SLAM, an uncertainty-aware 3D Gaussian Splatting SLAM framework that estimates predictive color and depth uncertainty during mapping and consistently reuses it across the SLAM pipeline. Our tractable probabilistic formulation combines a sensor-noise uncertainty component with an opacity-induced map-representation component propagated through the rendering process. The resulting predictive uncertainty is used to augment mapping, normalize tracking residuals through a robust pose objective, and evaluate incoming frames using a predictive-surprise-based keyframe criterion. Unlike prior uncertainty-aware neural-rendering SLAM methods that primarily consider color uncertainty or use uncertainty only during mapping, our framework estimates predictive uncertainty for both color and depth and integrates it into mapping, tracking, and keyframe selection. Evaluations on real-world RGB-D datasets demonstrate substantially improved depth uncertainty-error ranking compared with existing uncertainty-aware SLAM methods. Moreover, the proposed keyframe-selection strategy reduces the number of selected keyframes and mapping calls while maintaining competitive tracking and rendering performance.
Sep 20, 2026cs.RO

Elevator-VIGS: Separating Elevator Motion from Robot Motion in Visual-Inertial Gaussian Splatting SLAM

We present Elevator-VIGS, a visual-inertial 3D Gaussian Splatting SLAM system that keeps tracking and mapping through elevator rides. Inside a moving elevator, the two sensors are in conflict. The camera sees only the robot's motion relative to the elevator, while the IMU senses that motion plus the elevator's motion relative to the world. This conflict is challenging for existing visual-inertial estimators. If vision dominates, the estimator tracks only the robot's motion within the elevator and misses the elevator's rise, and if the conflict remains, the estimator diverges. We observe that the conflict comes from forcing both observations into a single coordinate frame. We instead estimate the robot's pose in the elevator's coordinate frame, and the elevator's motion relative to the world as a per-keyframe transport state, the elevator's rise and vertical velocity, within dense visual-inertial bundle adjustment. Elevator-VIGS detects rides zero-shot with a vision-language model and a depth network, and constrains the transport state at the departure and the arrival. We record real-world and simulated elevator sequences. On these sequences, Elevator-VIGS achieves state-of-the-art tracking and rendering performance. On four elevator-free public benchmarks it keeps the state-of-the-art performance of VIGS-SLAM. Project page: https://ruizhou-cn.github.io/elevator-vigs/.
Sep 17, 2026cs.CV

RawSLAM: Online HDR Gaussian SLAM from Linear Radiance

Current dense visual SLAM systems rely almost exclusively on 8-bit tonemapped Low Dynamic Range (LDR) inputs, limiting their robustness in extreme lighting where shadows and highlights trigger tracking drift and mapping collapse. Conversely, existing raw and High Dynamic Range (HDR) reconstruction pipelines operate strictly offline. They depend on Structure-from-Motion preprocessing and are not suited for large inter-frame motion. We present, to the best of our knowledge, the first online Gaussian SLAM framework that tracks and maps directly on single-exposure 16-bit linear HDR imagery. Our method rests on three core components: an architecture-agnostic HDR Gaussian Splatting module featuring an MLP-free logarithmic parameterization of Gaussian color features; a Reinhard range-compressed photometric objective; and structure-guided spatial gradient weighting. Combined, these components allow our approach to outperform a direct HDR adaptation of MonoGS in both trajectory and reconstruction accuracy, while rendering natively in linear scene radiance for post-rendering processing. The same formulation runs unchanged on standard 8-bit inputs, roughly halving the MonoGS baseline error. Furthermore, our HDR Gaussian module transfers seamlessly to SplaTAM, Gaussian SLAM, and DROID-W, eliminating all tracking failures these systems suffer on challenging illumination sequences. To enable this research, we introduce RawSLAM: a dataset of 10 real-world indoor sequences featuring 16-bit RAW imagery, aligned depth, IMU measurements, and external OptiTrack poses. Code and dataset will be made publicly available soon.
Sep 17, 2026cs.CV

EliGSiR: Continual RGB-D Mapping with Gaussian Splatting under Bounded Compute

Conventional 3D Gaussian Splatting assumes a closed set of observations and long optimization schedules. Continual RGB-D mapping in contrast poses the problem that new observations arrive online, while previously reconstructed regions must be preserved. We present EliGSiR (Evidence-guided Load-adaptive Incremental Gaussian Splatting with Image Replay), a continual Gaussian mapper that controls how the available optimization budget is used as the reconstruction evolves. Map-Guided View Scheduling filters redundant incoming views and reconsiders retained views according to the current state of the map. Load-Adaptive Fidelity adjusts supervision resolution to the current mapping load instead of following a fixed resolution schedule. Targeted Geometry Growth separates depth supervision from Gaussian creation and adds geometric capacity only where repeated RGB-D observations indicate missing or misplaced structure. Together, these mechanisms adapt which views are optimized, how much image detail is used, and where the representation grows while mapping remains active. We evaluate EliGSiR on Replica, TUM RGB-D, ScanNet++, and real RGB-D sensor sequences, considering both the final reconstruction and the map available throughout acquisition. On TUM RGB-D fr3/long_office_household, EliGSiR reaches 21.52 dB with the same ground-truth mapping poses used by the controlled baselines, compared with 19.42 dB for SplaTAM. In the tracked-pose comparison, EliGSiR with live ORB-SLAM3 poses reaches 23.02 dB in 155.5 s, compared with 20.10 dB in 230.9 s for CaRtGS using its native tracker. We further evaluate reconstruction throughout acquisition and show how EliGSiR adaptive view scheduling, supervision fidelity, and geometry growth improve the use of the available mapping budget.
Sep 17, 2026cs.CV

VGGT-GS SLAM: Uncalibrated Monocular Gaussian Splatting SLAM with Feed-Forward Priors

We present VGGT-GS SLAM, a monocular 3D Gaussian Splatting SLAM system designed for uncalibrated videos. Starting from feed-forward VGGT pose and depth priors, our system performs submap differentiable bundle adjustment that jointly refines camera poses and a 3D Gaussian map, while optimizing submap-shared intrinsics and radial--tangential distortion through analytic calibration Jacobians. To improve global consistency, we introduce Gaussian-native alignment (GNA) for camera-anchored scale refinement between sequential submaps and verification of loop-closure candidates. Extensive experiments on standard indoor benchmarks show consistent improvements in localization accuracy and strong rendering quality under uncalibrated settings, establishing a strong baseline for uncalibrated Gaussian SLAM.
Sep 15, 2026cs.CV

PanoGS-SLAM: Panoramic 3D Gaussian Splatting SLAM

Real-time dense SLAM is a core capability for robotics applications that require robust localization and high- quality mapping in dynamic or fast-changing environments. Recent 3D Gaussian Splatting (3DGS)-based SLAM methods have shown promising performance, but most are designed for narrow-FoV pinhole cameras, where limited angular coverage weakens pose observability and often leads to unstable photo- metric optimization under rapid motion and large viewpoint changes. We present PanoGS-SLAM, the first panoramic dense SLAM system built on 3D Gaussian Splatting. Our method per- forms differentiable rendering and pose optimization directly in the spherical domain, enabling omnidirectional photometric constraints for more stable tracking. To improve geometric consistency and robustness, we introduce (1) a sphere-consistent photometric loss that compensates for the area distortion of equirectangular projection, and (2) a depth-guided Gaussian initialization strategy that stabilizes incremental mapping in newly observed regions. Extensive experiments on both real and synthetic panoramic benchmarks (PALVIO and SynPano) show that PanoGS-SLAM consistently outperforms geometric and GS-based baselines in tracking accuracy and rendering quality, while achieving fast front-end convergence and real-time perfor- mance. In addition, controlled field-of-view experiments reveal a clear monotonic improvement in optimization conditioning and convergence stability as angular coverage increases, high- lighting the fundamental role of sensing geometry in shaping the optimization landscape of differentiable Gaussian-based SLAM. The source code will be made publicly available.
Sep 7, 2026cs.RO

LightSplat: Real-Time High-Fidelity 3D Gaussian SLAM with Loop Closure

SLAM systems based on 3D Gaussian Splatting (3DGS) have recently demonstrated promising reconstruction accuracy for dense 3D scene representations. However, current 3DGS systems struggle to meet the strict demands of real-world deployments due to severe limitations in operational performance and map adaptability. To this end, we propose LightSplat, a hybrid-representation RGB-D SLAM framework. It synergizes local sparse features for robust and fast tracking with a dual-thread backend that progressively constructs dense Gaussian submaps. Crucially, we enable online loop closure through feature-accelerated 3DGS registration, refining overall map consistency through pose graph optimization. Ultimately, LightSplat achieves the online reconstruction of high-fidelity Gaussian map. Extensive experiments on multiple datasets and real-world robotic platform demonstrate that our method achieves near state-of-the-art reconstruction quality and the capability to accommodate practical camera motions, maintaining an average framerate of 8 FPS. Overall, LightSplat provides an efficient and robust foundation for deploying high-fidelity 3DGS in real-world environments.
Aug 9, 2026cs.CV

EndoMD-SLAM: Endoscopic Gaussian Splatting SLAM under Optical Degradation with Memory and Static-Transient Decomposition

Dense 3D reconstruction is critical for clinical endoscopic navigation and documentation. While Gaussian Splatting SLAM systems show promise in this domain, they fundamentally rely on strict multi-view photometric consistency. In routine procedures, this assumption is severely violated by intermittent optical degradations like moving debris and water flushing. Standard systems erroneously fuse these cameraattached artifacts into the persistent 3D geometry, causing severe tracking drift and irreversible map corruption. To address this limitation, we propose EndoMD-SLAM, a framework designed to maintain stability under optical degradation through specialized tracking and mapping mechanisms. On the tracking side, a memory-driven gating mechanism detects unreliable observations to suspend map updates and utilizes historical keyframes for drift-aware relocalization. On the mapping side, a self-supervised static-transient decomposition isolates visual contaminants into a dedicated transient field. This explicit separation prevents artifacts from structurally entangling with the persistent anatomical map. We curate a degradationfocused benchmark from colonoscopy videos to systematically evaluate these failure modes. Extensive experiments show that while standard baselines fail under severe optical degradation, EndoMD-SLAM preserves geometric integrity, reducing absolute trajectory error by 91% and improving rendering fidelity by 9.9 dB PSNR.
Aug 2, 2026cs.RO

Stipple: Real-Time Incremental Gaussian Splatting with Visual-Inertial Tracking

3D Gaussian Splatting (3DGS) provides efficient rendering of photo-realistic scenes, but its heavy preprocessing and training steps make it a poor fit for applications that require real-time reconstruction in robotics or XR. This capability is important since it allows immediate feedback and interaction with new environments. Visual-inertial odometry (VIO) and simultaneous localization and mapping (VI-SLAM) systems, on the other hand, specifically target these real-time applications, which makes them a good choice for integration with 3DGS. We propose a new method that tracks and reconstructs simultaneously in real-time by leveraging an efficient visual-inertial tracking system based on Basalt together with a novel incremental method built on top of Brush, an efficient Rust-based GPU-vendor-agnostic implementation of 3D Gaussian Splatting. We show that many of the heavy preprocessing and training steps of 3DGS can be replaced with a more efficient incremental training strategy that has direct access to the information generated by the visual-inertial tracking system. Furthermore, we propose and combine multiple practical improvements to increase the efficiency of the training pipeline and adapt it to run in real-time, parallel to the tracking thread. This work highlights the value of exploiting the complementary nature of SLAM and 3DGS, and how that can lead to promising results for real-time 3D reconstruction.
Jul 23, 2026cs.RO

GLAM-SLAM: Real-time Gaussian Large-scale Mapping via Flow Densification and Spatial Decomposition

Existing Gaussian-splatting-based monocular Simultaneous Localization and Mapping (SLAM) systems are either tailored to short sequences, are not real-time, or suffer from prohibitive GPU memory requirements, limiting their applicability in realistic, long-horizon scenarios. To address this, we present GLAM-SLAM, a real-time, decoupled Gaussian-splatting SLAM system designed for large-scale outdoor scenes. We ensure lightweight tracking using a robust, feature-based SLAM frontend, while for mapping, we adopt a structured, sparse anchor grid representation that ensures scalable operation and maintains scene coherence across long-term sequences. To satisfy the dense initialization requirements of 3D Gaussian Splatting (3DGS), we introduce a geometry-based flow-densification anchoring strategy using epipolar constraints. Furthermore, by treating mapping as a multi-scene problem, we propose a scene-partitioning strategy that introduces a strong spatial inductive bias via MLP initializations to generate localized Gaussians. We evaluate our system on the challenging, long-sequence KITTI Odometry, Oxford RobotCar, and M'alaga datasets. Extensive ablations and comparisons demonstrate a 15% improvement in reconstruction quality over the second-best performer, while maintaining real-time performance and the ability to scale to longer sequences. Code is publicly available for the benefit of the community.
Jul 13, 2026cs.RO

GeoGS-SLAM: Online Monocular Reconstruction Using Gaussian Splatting with Geometric Priors

SLAM methods based on 3D Gaussian Splatting (3DGS) have demonstrated impressive tracking and mapping performance, but typically require additional geometric information from external depth sensors. Meanwhile, recent SLAM systems that leverage geometric priors from pre-trained feed-forward models enable real-time dense reconstruction, yet often discard original RGB information during optimization, thus degrading overall reconstruction quality. We present GeoGS-SLAM, an online monocular dense reconstruction system that combines the 3DGS-based map representation with learned geometric priors. Given uncalibrated RGB input, we first employ a feed-forward visual geometry model to predict camera and scene priors. The Gaussian scene map is then expanded by directly sampling Gaussian primitives from both RGB input and geometric priors. Camera poses and the scene map are jointly optimized through a coarse-to-fine strategy that minimizes both photometric and geometric losses. To ensure global consistency, we further incorporate online loop closure detection and pose graph optimization. Extensive experiments across indoor and outdoor benchmarks demonstrate that GeoGS-SLAM achieves superior rendering quality and tracking accuracy compared to state-of-the-art methods while maintaining online real-time performance. Project page: https://rlgao.github.io/geogs_slam.
Jul 10, 2026cs.CV

AnythingReality: Robust Online Gaussian Splatting SLAM for Open-Vocabulary VR Scene Exploration

We present a novel integrated architecture for robust online 3D Gaussian splatting, real-time VR exploration, and speech-driven Vision-Language-Model interaction. Unlike methods assuming clean depth or external poses, our system combines ORB-SLAM3-based pose estimation with online Gaussian reconstruction for noisy real-world data. A VR pipeline enables immersive exploration of incremental reconstructions; a semantic module transcribes voice commands, generates scene descriptions, and records points of interest. Against state-of-the-art online Gaussian splatting methods, we improve image quality on our dataset (+14.5% PSNR, +8.6% SSIM, -14.3% LPIPS) and TUM-RGBD (+11.7% PSNR, +7.8% SSIM, -21.6% LPIPS), with comparable or superior frame rates via quality-speed configurations. We achieve an 88% VLM object-recognition rate.
Jul 9, 2026cs.CV

Track2Map: Online Deformable SLAM with Motion-Aware Pose Optimization in Robotic Surgery

Gaussian splatting is the current state-of-the-art for dense, deformable 3D anatomy reconstruction in robot-assisted minimally invasive surgery (RAMIS); however, most pipelines are offline and depend on accurate camera trajectory priors (often from robotic kinematics), limiting applicability when priors are missing or noisy. To address these limitations, we propose Track2Map, an online 3D Gaussian Splatting pipeline that jointly optimizes camera trajectory and 3D deformable scene representation directly from surgical video. Track2Map is therefore capable of robust 3D reconstructions when camera trajectory priors are either absent or noisy, and due to its online nature it effectively works as a Simultaneous Localisation and Mapping (SLAM) method. To stabilize optimization in the presence of tissue motion and ambiguous visual cues, we introduce a track-anchored deformation initialization using dense 2D point tracks. Track statistics are further utilized to disentangle camera motion from scene deformation by detecting static camera periods and reducing drift during incremental mapping. Experiments on StereoMIS show improved reconstruction quality and camera trajectory against competing SLAM methods, as well as compared to non-SLAM methods that utilize camera trajectory priors. The code is available at https://track2map.github.io/.
Jul 5, 2026cs.CV

Real-Time LiDAR Gaussian Splatting SLAM

We present a real-time LiDAR-based framework for Gaussian Splatting SLAM that tightly couples fast G-ICP registration with spherical rasterization-based dense mapping for large-scale sequences. Leveraging LiDAR geometry rather than appearance, we reuse tracking-estimated local covariances to initialize Gaussians with range-aware scales and to derive surface normals for geometry-aware map optimization. We further introduce a covariance-derived geometry score that measures local complexity and drives pruning in planar regions and selective densification in structurally rich areas, while optimized Gaussians and LiDAR-specific confidence cues are fed back to improve tracking robustness. On the Newer College dataset, our method achieves an F-score of 86.78% using purely online trajectories at real-time speed (>>20 FPS), and additional experiments on other datasets confirm its stability and scalability.
Jun 29, 2026cs.CV

Robust and Efficient Monocular 3D Gaussian SLAM for Kilometer-Scale Outdoor Scenes

Scaling monocular 3D Gaussian Splatting (3DGS) SLAM to kilometer-level outdoor environments poses two tightly coupled challenges: fragile long-term pose tracking and excessive memory overhead during large-scale mapping. In this paper, we propose KiloGS-SLAM, a highly efficient and robust monocular 3DGS-SLAM system that jointly addresses both bottlenecks. Since high-fidelity scene reconstruction fundamentally relies on drift-free camera poses, we first introduce a motion-adaptive hybrid tracking module. This module features a condition-triggered three-tier solving pipeline. It dynamically switches between Essential matrix and PnP models to handle geometric degeneracies. An on-demand foundation model can also be activated to rescue the trajectory from catastrophic drift. To ensure the system can sustain these long trajectories without memory exhaustion, we subsequently design a lifecycle-managed Gaussian mapping strategy. By integrating probabilistic initialization with chunk-based multi-view densification and pruning, this full-pipeline optimization effectively reduces primitive redundancy while preserving high-frequency details. Together, the robust tracking guarantees the geometric foundation required for accurate mapping, while the memory-efficient lifecycle-managed mapping enables large-scale operation. Extensive experiments across three challenging outdoor datasets demonstrate that our approach achieves state-of-the-art tracking accuracy and rendering quality, successfully scaling to sequences of over 10,000 frames on a single GPU.
Jun 29, 2026cs.RO

MyGO-Splat: Multi-Objective Closed-Loop Geometric Feedback for RGB-Only Gaussian SLAM

Real-time monocular Simultaneous Localization and Mapping (SLAM) fundamentally suffers from scale ambiguity and a lack of geometric self-correction. While 3D Gaussian Splatting (3DGS) enables high-fidelity rendering, existing RGB-only systems remain open-loop because depth priors are injected into mapping but refined geometry cannot effectively regulate tracking drift. We present MyGO-Splat, a closed-loop Gaussian SLAM framework that analytically rasterizes Gaussian primitives into pixel-wise depth and surface normals, allowing the map to actively supervise camera pose optimization. To bridge monocular priors and scale consistency, our framework introduces scale-aware adaptive alignment that projects foundation-model depth estimates into the globally optimized Gaussian space, forming a self-correcting cycle for scale feedback. Extensive evaluations show that this closed-loop design improves scale stability and appearance-geometry consistency, achieving performance comparable to RGB-D methods while using only monocular input.
Jun 28, 2026cs.CV

VCS-SLAM: Geometry-Validated Semantic Evidence Fusion for 3D Gaussian SLAM

Visual SLAM performance often deteriorates in complex real-world applications. Semantic 3D Gaussian SLAM commonly fuses 2D semantic priors into a persistent 3D map using uniform optimization weights. However, such priors are not equally reliable in online mapping: occlusions, unsupported semantic boundaries, and ambiguous ray geometry can introduce persistent semantic artifacts into the global Gaussian map. We propose VCS-SLAM, a geometry-validated semantic evidence fusion framework for RGB-D 3D Gaussian SLAM. Instead of treating all semantic observations as uniformly valid supervision, VCS-SLAM evaluates their geometric reliability through visibility consistency, surface-supported boundary evidence, and ray-level conflict uncertainty. The resulting reliability-aware objective suppresses occluded semantic updates, reduces unsupported semantic bleeding, and delays premature label assignment in ambiguous regions. Experiments on Replica demonstrate improved semantic consistency, boundary preservation, and reconstruction quality. Results on ScanNet further show that VCS-SLAM maintains competitive tracking performance under real RGB-D inputs
Jun 23, 2026cs.CV

Pocket-SLAM: Rendering-Area-Aware Pruning for Memory-Efficient 3DGS-SLAM

3D Gaussian Splatting (3DGS) has garnered significant attention in Simultaneous Localization and Mapping (SLAM) due to its advances in capturing fine-grained geometry features and synthesizing novel views. For SLAM in large-scale scenes, such as autonomous driving, 3DGS-SLAM faces a critical limitation: memory consumption increases continuously over time as Gaussian points accumulate, leading to poor memory efficiency and limiting its applicability. In this work, we propose a rendering-area-aware pruning strategy that selectively removes Gaussians based on their contribution to the effective rendering area, rather than solely relying on Gaussian-level heuristics such as opacity or gradient magnitude. This perspective directly targets the sources of memory redundancy, effectively reducing the peak memory footprint of 3DGS-SLAM during runtime. Evaluations on the EuRoC and KITTI datasets demonstrate that our method consistently outperforms existing pruning approaches in large-scale outdoor scenes, achieving over 60% memory reduction and more than 2 times FPS improvement while preserving localization and mapping accuracy. These results highlight rendering-area-aware pruning as a promising direction for scaling 3DGS-SLAM to real-world autonomous driving scenarios. Our code is publicly available at https://github.com/UMN-ZhaoLab/Pocket-SLAM.git.
Jun 19, 2026cs.RO

Spectral GS-SLAM: Observability-Aware, Degeneracy-Robust Tracking for Real-Time 3D Gaussian Splatting SLAM

Recent 3DGS-SLAM systems enable real-time operation by leveraging conventional feature matching or ICP-based tracking, thereby avoiding the heavy dense photometric optimization used in earlier approaches. However, feature matching remains prone to failure in textureless environments, while ICP-based tracking struggles in structureless or geometrically degenerate scenes due to ill-conditioned optimization. To address this issue, we propose Spectral GS-SLAM, an efficient yet robust tracking framework that integrates ICP with complementary feature-based constraints. Our method mitigates numerical instability by adaptively compensating under-constrained directions in degenerate scenarios, without interfering with the shared Gaussian representation used for mapping. We further introduce a Gaussian-aware planarity weighting mechanism that exploits the intrinsic covariance structure of 3D Gaussians to characterize scene geometry and guide information fusion. Extensive evaluations on challenging TUM RGB-D sequences demonstrate that Spectral GS-SLAM achieves real-time performance (40.14 FPS) while maintaining consistent tracking in both structureless and featureless environments. The proposed method preserves trajectory integrity in degenerate scenes while maintaining competitive performance in non-adverse conditions.
Jun 18, 2026cs.RO

MMD-SLAM: Structure-Enhanced Multi-Meta Gaussian Distribution-Guided Visual SLAM

3D Gaussian Splatting (3DGS) has significantly boosted novel view synthesis and high-fidelity scene reconstruction, expanding the potential of 3DGS-based Visual Simultaneous Localization and Mapping (SLAM) methods. However, most existing systems fail to fully exploit the underlying structural information, which limits rendering quality and often leads to inconsistent maps. To address these limitations, we propose MMD-SLAM, a structure-enhanced Visual SLAM framework that leverages the Atlanta World (AW) assumption to guide a Multi-Meta Gaussian representation for photorealistic mapping. First, we introduce a point-line fusion strategy for pose optimization, where 3D line segments are incorporated to improve tracking robustness and provide additional constraints for mapping. Second, we design a Multi-Meta Gaussian representation with dominant directions, explicitly encoding structural priors from the AW hypothesis. Finally, we propose a Gaussian evolution strategy that adapts to scene geometry and incorporates structural cues into global optimization. Extensive experiments demonstrate that these innovations enable MMD-SLAM to achieve state-of-the-art performance in both tracking accuracy and mapping quality. e.g., our method achieves a 48.56% reduction in ATE RMSE on ScanNet and a 5.71% improvement in PSNR on Replica, compared with MonoGS.
May 11, 2026cs.RO

MAGS-SLAM: Monocular Multi-Agent Gaussian Splatting SLAM for Geometrically and Photometrically Consistent Reconstruction

Collaborative photorealistic 3D reconstruction from multiple agents enables rapid large-scale scene capture for virtual production and cooperative multi-robot exploration. While recent 3D Gaussian Splatting (3DGS) SLAM algorithms can generate high-fidelity real-time mapping, most of the existing multi-agent Gaussian SLAM methods still rely on RGB-D sensors to obtain metric depth and simplify cross-agent alignment, which limits the deployment on lightweight, low-cost, or power-constrained robotic platforms. To address this challenge, we propose MAGS-SLAM, the first RGB-only multi-agent 3DGS SLAM framework for collaborative scene reconstruction. Each agent independently builds local monocular Gaussian submaps and transmits compact submap summaries rather than raw observations or dense maps. To facilitate robust collaboration in the presence of monocular scale ambiguity, our framework integrates compact submap communication, geometry- and appearance-aware loop verification, and occupancy-aware Gaussian fusion, enabling coherent global reconstruction without active depth sensors. We further introduce ReplicaMultiagent Plus benchmark for evaluating collaborative Gaussian SLAM. Intensive experiments on synthetic and real-world datasets show that MAGS-SLAM achieves competitive tracking accuracy and comparable or superior rendering quality to state-of-the-art RGB-D collaborative Gaussian SLAM methods while relying only RGB images.
Apr 24, 2026cs.CV

Flow4DGS-SLAM: Optical Flow-Guided 4D Gaussian Splatting SLAM

Handling the dynamic environments is a significant research challenge in Visual Simultaneous Localization and Mapping (SLAM). Recent research combines 3D Gaussian Splatting (3DGS) with SLAM to achieve both robust camera pose estimation and photorealistic renderings. However, using SLAM to efficiently reconstruct both static and dynamic regions remains challenging. In this work, we propose an efficient framework for dynamic 3DGS SLAM guided by optical flow. Using the input depth and prior optical flow, we first propose a category-agnostic motion mask generation strategy by fitting a camera ego-motion model to decompose the optical flow. This module separates dynamic and static Gaussians and simultaneously provides flow-guided camera pose initialization. We boost the training speed of dynamic 3DGS by explicitly modeling their temporal centers at keyframes. These centers are propagated using 3D scene flow priors and are dynamically initialized with an adaptive insertion strategy. Alongside this, we model the temporal opacity and rotation using a Gaussian Mixture Model (GMM) to adaptively learn the complex dynamics. The empirical results demonstrate our state-of-the-art performance in tracking, dynamic reconstruction, and training efficiency.
Apr 17, 2026cs.RO

GaussianFlow SLAM: Monocular Gaussian Splatting SLAM Guided by GaussianFlow

Gaussian splatting has recently gained traction as a compelling map representation for SLAM systems, enabling dense and photo-realistic scene modeling. However, its application to monocular SLAM remains challenging due to the lack of reliable geometric cues from monocular input. Without geometric supervision, mapping or tracking could fall in local-minima, resulting in structural degeneracies and inaccuracies. To address this challenge, we propose GaussianFlow SLAM, a monocular 3DGS-SLAM that leverages optical flow as a geometry-aware cue to guide the optimization of both the scene structure and camera poses. By encouraging the projected motion of Gaussians, termed GaussianFlow, to align with the optical flow, our method introduces consistent structural cues to regularize both map reconstruction and pose estimation. Furthermore, we introduce normalized error-based densification and pruning modules to refine inactive and unstable Gaussians, thereby contributing to improved map quality and pose accuracy. Experiments conducted on public datasets demonstrate that our method achieves superior rendering quality and tracking accuracy compared with state-of-the-art algorithms. The source code is available at: https://github.com/url-kaist/gaussianflow-slam.
Mar 10, 2026cs.CV

X-GS: An Extensible Framework for Perceiving and Thinking with 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has emerged as a powerful technique for novel view synthesis, subsequently extending into numerous spatial AI applications. However, most existing 3DGS methods operate in isolation, focusing on specific domains. In this paper, we introduce X-GS, an extensible framework that integrates previously isolated 3DGS methods into the perception module of a VLM for spatial tasks, with two major components: the Perceiver\textit{Perceiver} and the Thinker\textit{Thinker}. The Perceiver\textit{Perceiver} performs online 3DGS-based SLAM with semantic distillation and outputs semantic Gaussians from unposed video streams. It leverages recent vision foundation models for stronger geometric priors, and we introduce three novel optimizations to improve semantic distillation efficiency. The Thinker\textit{Thinker} interfaces diverse VLMs with these semantic Gaussians, unlocking spatial multimodal capabilities such as 3D visual grounding and scene captioning. Experimental results on diverse benchmarks demonstrate the efficiency and newly unlocked multimodal capabilities of the X-GS framework.
Nov 28, 2025cs.CV

Robust 3DGS-based SLAM via Adaptive Kernel Smoothing

In this paper, we challenge the conventional notion in 3DGS-SLAM that rendering quality is the primary determinant of tracking accuracy. We argue that, compared to solely pursuing a perfect scene representation, it is more critical to enhance the robustness of the rasterization process against parameter errors to ensure stable camera pose tracking. To address this challenge, we propose a novel approach that leverages a smooth kernel strategy to enhance the robustness of 3DGS-based SLAM. Unlike conventional methods that focus solely on minimizing rendering error, our core insight is to make the rasterization process more resilient to imperfections in the 3DGS parameters. We hypothesize that by allowing each Gaussian to influence a smoother, wider distribution of pixels during rendering, we can mitigate the detrimental effects of parameter noise from outlier Gaussians. This approach intentionally introduces a controlled blur to the rendered image, which acts as a regularization term, stabilizing the subsequent pose optimization. While a complete redesign of the rasterization pipeline is an ideal solution, we propose a practical and effective alternative that is readily integrated into existing 3DGS frameworks. Our method, termed Corrective Blurry KNN (CB-KNN), adaptively modifies the RGB values and locations of the K-nearest neighboring Gaussians within a local region. This dynamic adjustment generates a smoother local rendering, reducing the impact of erroneous GS parameters on the overall image. Experimental results demonstrate that our approach, while maintaining the overall quality of the scene reconstruction (mapping), significantly improves the robustness and accuracy of camera pose tracking.
Nov 20, 2025cs.CV

LEGO-SLAM: Language-Embedded Gaussian Optimization SLAM

Recent advances in 3D Gaussian Splatting (3DGS) have enabled Simultaneous Localization and Mapping (SLAM) systems to build photorealistic maps. However, these maps lack the open-vocabulary semantic understanding required for robotic interaction. Integrating language features into SLAM remains a significant challenge, as storing high-dimensional features incurs excessive memory and rendering overhead, while existing methods with static models lack adaptability for novel environments. We propose LEGO-SLAM (Language-Embedded Gaussian Optimization SLAM), a framework that achieves real-time, open-vocabulary mapping within a 3DGS-based SLAM system. At the core of our method is a scene-adaptive autoencoder that distills high-dimensional language embeddings into a compact 16-dimensional feature space, reducing the memory per Gaussian and accelerating rendering. Unlike static approaches, our encoder adapts online to unseen scenes. These compact features also enable a language-guided pruning strategy that identifies semantic redundancy, reducing the map's Gaussian count by up to 58% while maintaining rendering quality. Furthermore, we introduce a language-based loop detection approach that reuses the language features already extracted for mapping, eliminating the need for a separate detection model. Experiments demonstrate that LEGO-SLAM achieves competitive mapping quality and tracking accuracy, all while providing open-vocabulary capabilities at 15 FPS. Our project page is available at https://lab-of-ai-and-robotics.github.io/LEGO-SLAM/
Jul 25, 2025cs.CV

DINO-SLAM: DINO-informed RGB-D SLAM for Neural Implicit and Explicit Representations

This paper presents DINO-SLAM, a DINO-informed design strategy to enhance implicit (Neural Radiance Field -- NeRF) and explicit representations (Gaussian Splatting -- GS) in SLAM systems through the more comprehensive semantics understanding enabled by DINO. This latter alone, however, lacks proper 3D geometry understanding, allowing only for marginal improvements. Therefore, we rely on a Scene Geometry Encoder (SGE) to enrich DINO features into geometry-aware DINO features (geoDINO), to better understand those geometric relationships that vanilla DINO features fail to capture. Building upon it, we propose two foundational paradigms for NeRF and GS SLAM systems integrating geoDINO features. Compared to state-of-the-art methods, our DINO-informed pipelines achieve superior performance on the Replica, ScanNet, and TUM datasets.