CVJun 23

Pocket-SLAM: Rendering-Area-Aware Pruning for Memory-Efficient 3DGS-SLAM

arXiv:2606.2479613.1Has Code
Predicted impact top 33% in CV · last 90 daysOriginality Incremental advance
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This work addresses the memory bottleneck of 3DGS-SLAM in large-scale autonomous driving scenarios, enabling more practical deployment.

Pocket-SLAM introduces a rendering-area-aware pruning strategy for 3DGS-SLAM that reduces memory consumption by over 60% and improves FPS by more than 2x while maintaining accuracy on EuRoC and KITTI datasets.

3D Gaussian Splatting (3DGS) has garnered significant attention in Simultaneous Localization and Mapping (SLAM) due to its advances in capturing fine-grained geometry features and synthesizing novel views. For SLAM in large-scale scenes, such as autonomous driving, 3DGS-SLAM faces a critical limitation: memory consumption increases continuously over time as Gaussian points accumulate, leading to poor memory efficiency and limiting its applicability. In this work, we propose a rendering-area-aware pruning strategy that selectively removes Gaussians based on their contribution to the effective rendering area, rather than solely relying on Gaussian-level heuristics such as opacity or gradient magnitude. This perspective directly targets the sources of memory redundancy, effectively reducing the peak memory footprint of 3DGS-SLAM during runtime. Evaluations on the EuRoC and KITTI datasets demonstrate that our method consistently outperforms existing pruning approaches in large-scale outdoor scenes, achieving over 60% memory reduction and more than 2 times FPS improvement while preserving localization and mapping accuracy. These results highlight rendering-area-aware pruning as a promising direction for scaling 3DGS-SLAM to real-world autonomous driving scenarios. Our code is publicly available at https://github.com/UMN-ZhaoLab/Pocket-SLAM.git.

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