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GLidE-SLAM advances embedded robotics by decoupling high-frequency tracking from map maintenance using OpenGL ES compute shaders. This approach eliminates the need for CUDA-specific hardware like NVIDIA GPUs, enabling efficient SLAM deployment on a wider range of commodity devices such as drones and AR wearables. The method achieves up to nine times higher frame rates than CPU-only baselines while preserving trajectory accuracy in resource-constrained environments.
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GLidE-SLAM: GL-Accelerated Indirect-Direct Embedded SLAM

arXiv3 min read

arXiv:2607.16897v1 Announce Type: new Abstract: With the growing demand for robotics, autonomous drones, and wearable extended reality systems, the deployment of Visual SLAM on embedded devices remains challenging. Tracking must sustain high frame rates while preserving compute resources for map extension and maintenance. This paper presents GLidE-SLAM, a monocular hybrid indirect-direct framework that addresses this by architectural separation: the system performs GPU-accelerated direct tracking on intermediate frames, while reserving the full indirect pipeline for map extension and global consistency. We leverage highly parallel image-alignment operations for pose-only estimation without depth optimization or map point creation, making the workload suitable for GPU offloading and freeing CPU resources for backend tasks. We implement the direct tracker using vendor-agnostic OpenGL ES~3.1 compute shaders, enabling deployment across a broader range of commodity embedded platforms without requiring CUDA support. To our knowledge, this is the first complete direct photometric pose estimator realized via compute shaders for embedded-class devices. Experiments on target platforms demonstrate up to 9$\times$ higher frame rates than the CPU-only baseline while maintaining trajectory accuracy and improving practical deployment across commodity resource-constrained hardware.

Abstract:With the growing demand for robotics, autonomous drones, and wearable extended reality systems, the deployment of Visual SLAM on embedded devices remains challenging. Tracking must sustain high frame rates while preserving compute resources for map extension and maintenance. This paper presents GLidE-SLAM, a monocular hybrid indirect-direct framework that addresses this by architectural separation: the system performs GPU-accelerated direct tracking on intermediate frames, while reserving the full indirect pipeline for map extension and global consistency. We leverage highly parallel image-alignment operations for pose-only estimation without depth optimization or map point creation, making the workload suitable for GPU offloading and freeing CPU resources for backend tasks. We implement the direct tracker using vendor-agnostic OpenGL ES~3.1 compute shaders, enabling deployment across a broader range of commodity embedded platforms without requiring CUDA support. To our knowledge, this is the first complete direct photometric pose estimator realized via compute shaders for embedded-class devices. Experiments on target platforms demonstrate up to 9$\times$ higher frame rates than the CPU-only baseline while maintaining trajectory accuracy and improving practical deployment across commodity resource-constrained hardware.

7 pages, 6 figures, 4 tables. Accepted for presentation at the 2026 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS 2026)

Robotics (cs.RO)

arXiv:2607.16897 [cs.RO]

(or arXiv:2607.16897v1 [cs.RO] for this version)

https://doi.org/10.48550/arXiv.2607.16897 Focus to learn more arXiv-issued DOI via DataCite (pending registration)

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Full text under the publisher's open licence · 290 words

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