DiskChunGS: Large-Scale 3D Gaussian SLAM Through Chunk-Based Memory Management
Casimir Feldmann, Maximum Wilder-Smith, Vaishakh Patil, Michael Oechsle, Michael Niemeyer, Keisuke Tateno, Marco Hutter
TL;DR
DiskChunGS tackles the memory bottleneck of large-scale 3D Gaussian SLAM by introducing an out-of-core, chunk-based memory architecture that streams active scene regions from disk into VRAM. The approach integrates with ORB-SLAM3 for pose estimation and loop closure, employing frustum-based chunk loading, LRU-based eviction, and depth-supervised, differentiable rendering to maintain high visual fidelity at scale. Comprehensive experiments demonstrate the method's ability to complete all KITTI sequences without memory failures while delivering superior perceptual quality and efficiency, even on edge hardware like the Jetson Orin. The work presents a practical, production-ready solution that shifts the scalability challenge from hardware constraints to algorithmic design, enabling multi-kilometer photorealistic reconstruction in real-world robotics.
Abstract
Recent advances in 3D Gaussian Splatting (3DGS) have demonstrated impressive results for novel view synthesis with real-time rendering capabilities. However, integrating 3DGS with SLAM systems faces a fundamental scalability limitation: methods are constrained by GPU memory capacity, restricting reconstruction to small-scale environments. We present DiskChunGS, a scalable 3DGS SLAM system that overcomes this bottleneck through an out-of-core approach that partitions scenes into spatial chunks and maintains only active regions in GPU memory while storing inactive areas on disk. Our architecture integrates seamlessly with existing SLAM frameworks for pose estimation and loop closure, enabling globally consistent reconstruction at scale. We validate DiskChunGS on indoor scenes (Replica, TUM-RGBD), urban driving scenarios (KITTI), and resource-constrained Nvidia Jetson platforms. Our method uniquely completes all 11 KITTI sequences without memory failures while achieving superior visual quality, demonstrating that algorithmic innovation can overcome the memory constraints that have limited previous 3DGS SLAM methods.
