RTG-SLAM

Peng 2024 · Paper

One-line summary — Real-time Gaussian SLAM (SIGGRAPH 2024) scales 3DGS reconstruction to large scenes with a compact binary-opacity Gaussian representation, surfel-style depth rendering, and an on-the-fly scheme that optimises only unstable Gaussians and renders only their pixels.

Problem

Early 3DGS SLAM systems optimised every Gaussian and rendered every pixel each frame, so cost grows with map size — the fastest concurrent Gaussian SLAM reported 8.34 fps on synthetic Replica, and none showed complete real large scenes. Vanilla 3DGS also fits surfaces with many overlapping semi-transparent Gaussians, wasteful in memory and compute. RTG-SLAM is “a real-time 3D reconstruction system with an RGBD camera for large-scale environments using Gaussian splatting”, built so that per-frame cost tracks change, not map size.

Method & architecture

Each Gaussian carries position pi\mathbf{p}_i, covariance Σi\boldsymbol{\Sigma}_i (scale si\mathbf{s}_i + quaternion qi\mathbf{q}_i), opacity αi\alpha_i and SH coefficients, and is additionally treated as an ellipsoid disc (surfel) with normal ni\mathbf{n}_i, confidence count ηi\eta_i and timestamp tit_i. Opacity is fixed at creation: opaque (α=0.99\alpha=0.99, fits surface and dominant colour) or nearly transparent (α=0.1\alpha=0.1, fits residual colour) — no deep alpha-compositing stacks.

pGjr,r=(RgK1u˙)θu+tg,θu=(pjrtg)njr(RgK1u˙)njr,\mathbf{p}_{G_{j}^{\mathbf{r}},\mathbf{r}}=(\mathbf{R}_{g}\mathbf{K}^{-1}\dot{\mathbf{u}})\,\theta_{\mathbf{u}}+\mathbf{t}_{g},\qquad \theta_{\mathbf{u}}=\frac{(\mathbf{p}_{j}^{\mathbf{r}}-\mathbf{t}_{g})\cdot\mathbf{n}_{j}^{\mathbf{r}}}{(\mathbf{R}_{g}\mathbf{K}^{-1}\dot{\mathbf{u}})\cdot\mathbf{n}_{j}^{\mathbf{r}}},

which is fully differentiable and lets a single opaque Gaussian fit a local surface patch alone. Normal and index maps fall out of the same pass.

Results

On an i9-13900KF + RTX 4090, with an Azure Kinect for live scanning:

Why it matters for SLAM

RTG-SLAM showed how to make Gaussian SLAM computation proportional to what changed rather than to map size — the same insight that made classical large-scale SLAM tractable (local BA, covisibility windows), translated to the splatting era via KinectFusion-style ICP tracking and surfel-style confidence bookkeeping. Its stable/unstable state management and disc-based depth rendering became reference designs for scaling Gaussian SLAM to real buildings and real robots.