GS-ICP SLAM

Ha 2024 · Paper

One-line summary — “RGBD GS-ICP SLAM” fuses Generalized ICP tracking and 3DGS mapping through their shared common factor — Gaussians (mean + covariance) — so covariances flow both ways between tracking and mapping, reaching up to 107 FPS for the entire system.

Problem

Early 3DGS SLAM systems (SplaTAM, MonoGS, GS-SLAM) track the camera by rendering the Gaussian map and minimising dense photometric error — dozens of rasterisation passes per frame — so tracking is slow, while decoupled systems (Photo-SLAM, Orbeez-SLAM, vMAP) bolt an ORB-SLAM frontend onto a neural map, requiring “separate maps containing ORB feature information for tracking” whose computations are never reused for mapping. GS-ICP SLAM’s observation: a 3D Gaussian already is a probability distribution, and G-ICP registration needs exactly means and covariances — so “G-ICP and 3DGS can share the same Gaussian world.”

Method & architecture

The scene is one set of Gaussians G={X,C}\boldsymbol{G}=\{\boldsymbol{\mathcal{X}},\boldsymbol{\mathcal{C}}\} (3D points plus covariances, with colour and opacity sets H,O\boldsymbol{H},\boldsymbol{O} for rendering). Per frame: downsample and back-project the depth image into source Gaussians, track with G-ICP against the map, and (for keyframes) insert the source Gaussians as new map primitives while a parallel mapping thread optimises them by rasterisation.

T=argminTiNdi(Cit+TCisT)1di,\mathbf{T}^{*}=\operatorname*{argmin}_{\mathbf{T}}\sum_i^N d_i^{\top}\left(C_i^{t}+\mathbf{T}C_i^{s}\mathbf{T}^{\top}\right)^{-1}d_i ,

i.e. registration weighted by the combined uncertainty of both distributions. No image is ever rendered for tracking.

Results

On a Ryzen 7 7800X3D + RTX 4090, RGB-D input:

Why it matters for SLAM

GS-ICP SLAM shows that classical geometric registration and modern differentiable rendering can share a single data structure: track by geometry, map by appearance, one probabilistic Gaussian world serving both. Conceptually it reconnects the 3DGS wave with decades of ICP-based RGB-D SLAM (KinectFusion lineage) — and because tracking never renders, it is inherently robust to exposure changes that plague photometric trackers. For practitioners it remains the go-to demonstration that dense photorealistic SLAM does not have to be slow.