Compact 3D Gaussian Splatting For Dense Visual SLAM
Tianchen Deng, Yaohui Chen, Leyan Zhang, Jianfei Yang, Shenghai Yuan, Jiuming Liu, Danwei Wang, Hesheng Wang, Weidong Chen
TL;DR
This work tackles the memory and training-speed bottlenecks of 3D Gaussian Splatting in dense SLAM by introducing a compact representation. It integrates a sliding-window online mask to prune redundant Gaussians, a residual-vector geometry codebook to compress scale/rotation (and color/opacity), and a global bundle adjustment with reprojection loss to boost pose accuracy. Across Replica, ScanNet, and TUM-RGBD, the approach achieves faster training and rendering while preserving state-of-the-art scene reconstruction, with significant memory reductions and the ability to plug into existing GS-based SLAM systems. The results demonstrate practical viability for real-time dense SLAM on resource-constrained devices and open pathways for broader adoption of Gaussian-based representations.
Abstract
Recent work has shown that 3D Gaussian-based SLAM enables high-quality reconstruction, accurate pose estimation, and real-time rendering of scenes. However, these approaches are built on a tremendous number of redundant 3D Gaussian ellipsoids, leading to high memory and storage costs, and slow training speed. To address the limitation, we propose a compact 3D Gaussian Splatting SLAM system that reduces the number and the parameter size of Gaussian ellipsoids. A sliding window-based masking strategy is first proposed to reduce the redundant ellipsoids. Then we observe that the covariance matrix (geometry) of most 3D Gaussian ellipsoids are extremely similar, which motivates a novel geometry codebook to compress 3D Gaussian geometric attributes, i.e., the parameters. Robust and accurate pose estimation is achieved by a global bundle adjustment method with reprojection loss. Extensive experiments demonstrate that our method achieves faster training and rendering speed while maintaining the state-of-the-art (SOTA) quality of the scene representation.
