Online 3DGS Modeling

Lee 2025 · Paper

One-line summary — Online monocular 3DGS mapping that pairs a DROID-SLAM + multi-view-stereo frontend with a Gaussian backend, and adds uncertainty-driven novel view selection of non-keyframes so the model trains on exactly the extra frames that fix its incomplete regions.

Problem

Online 3DGS pipelines built on dense SLAM “are limited by their reliance solely on keyframes, which are insufficient to capture an entire scene, resulting in incomplete reconstructions”. Keyframes are chosen by thresholding mean optical flow — a tracking criterion — so regions seen only briefly or from non-keyframe viewpoints stay under-reconstructed. Yet online budgets forbid training on every frame. Given a fixed budget, which extra frames are worth training on? A second issue: many systems use sparse or single-image predicted depth, which is scale-ambiguous and fails outdoors.

Method & architecture

Built on the MVS-GS framework with independent frontend and backend running in parallel:

c^(p)=iNciαij=1i1(1αj),αi=oigi(x)\hat{c}(p)=\sum_{i\in N} c_i\,\alpha_i \prod_{j=1}^{i-1}(1-\alpha_j), \qquad \alpha_i = o_i\, g_i(x)

with depth D^(p)\hat{D}(p) rendered the same way using per-Gaussian depths ziz_i.

Un,i=α1λn,i+α2An,i,α1=0.7, α2=0.3U_{n,i}=\alpha_1 \lambda_{n,i}+\alpha_2 A_{n,i}, \qquad \alpha_1=0.7,\ \alpha_2=0.3

The information gain of non-keyframe InI_n sums visible-Gaussian uncertainties with inverse-square depth weighting, Un=iUn,i/zn,i2U_n=\sum_i U_{n,i}/z_{n,i}^{2}. Candidates (non-keyframes within the last 30 keyframes’ span, plus 20 carried-over high-gain frames) are sorted by UnU_n, non-maximum suppression removes near-duplicate viewpoints, and the top-k join the 30 most recent keyframes as the training set. Unlike FisherRF or GS-Planner, this needs no expensive rendered-image comparison.

Results

All experiments on an RTX 4090 (~9.18 FPS average on Replica, ~17.2 GiB GPU):

Why it matters for SLAM

First work to introduce non-keyframe selection into a 3DGS-based SLAM framework: it treats reconstruction completeness as an active selection problem even for a passive camera stream, importing next-best-view thinking into online mapping. It also reinforces the case that multi-view-stereo depth (rather than monocular depth prediction) is what makes rendering-based SLAM survive outdoor scenes — the setting where keyframe-only pipelines degrade most.