通过渲染区域感知剪枝,显著降低3D高斯SLAM内存占用。
Pocket-SLAM: Rendering-Area-Aware Pruning for Memory-Efficient 3DGS-SLAM

- 根据高斯点对有效渲染区域的贡献决定是否删除
- 在真实场景中实现超60%内存减少和2倍以上帧率提升
- 适合大规模自动驾驶等需要长期运行的3D重建任务
3D高斯点云拼贴(3DGS)因能捕捉精细几何特征并生成新视角而受到同时定位与地图构建(SLAM)领域的广泛关注。然而,在大规模场景(如自动驾驶)中,随着高斯点不断累积,3DGS-SLAM面临内存持续增长的瓶颈,严重制约其实际应用。本文提出一种渲染区域感知剪枝策略,不依赖传统的透明度或梯度大小等高斯级启发式规则,而是依据高斯点对有效渲染区域的贡献进行选择性删除,直接解决内存冗余问题,显著降低运行时峰值内存。在EuRoC和KITTI数据集上的实验表明,该方法在大型户外场景中持续优于现有剪枝方案,实现超过60%的内存压缩和超过2倍的帧率提升,同时保持定位与建图精度。结果表明,渲染区域感知剪枝是推动3DGS-SLAM走向真实自动驾驶场景的关键方向。代码已公开于https://github.com/UMN-ZhaoLab/Pocket-SLAM.git。
原文摘要 · Abstract (English)
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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