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This research advances real-time 3D reconstruction by integrating visual-inertial tracking directly into the Gaussian Splatting pipeline using an incremental training strategy. By leveraging information from SLAM systems alongside efficient Rust-based GPU implementations, the method eliminates heavy preprocessing bottlenecks to enable immediate interaction in robotics and XR environments. The work demonstrates a significant optimization of the rendering workflow through parallel execution with tracking threads, making high-fidelity 3DGS viable for dynamic applications.
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Stipple: Real-Time Incremental Gaussian Splatting with Visual-Inertial Tracking

arXiv3 min read

arXiv:2608.00931v1 Announce Type: new Abstract: 3D Gaussian Splatting (3DGS) provides efficient rendering of photo-realistic scenes, but its heavy preprocessing and training steps make it a poor fit for applications that require real-time reconstruction in robotics or XR. This capability is important since it allows immediate feedback and interaction with new environments. Visual-inertial odometry (VIO) and simultaneous localization and mapping (VI-SLAM) systems, on the other hand, specifically target these real-time applications, which makes them a good choice for integration with 3DGS. We propose a new method that tracks and reconstructs simultaneously in real-time by leveraging an efficient visual-inertial tracking system based on Basalt together with a novel incremental method built on top of Brush, an efficient Rust-based GPU-vendor-agnostic implementation of 3D Gaussian Splatting. We show that many of the heavy preprocessing and training steps of 3DGS can be replaced with a more efficient incremental training strategy that has direct access to the information generated by the visual-inertial tracking system. Furthermore, we propose and combine multiple practical improvements to increase the efficiency of the training pipeline and adapt it to run in real-time, parallel to the tracking thread. This work highlights the value of exploiting the complementary nature of SLAM and 3DGS, and how that can lead to promising results for real-time 3D reconstruction.

Abstract:3D Gaussian Splatting (3DGS) provides efficient rendering of photo-realistic scenes, but its heavy preprocessing and training steps make it a poor fit for applications that require real-time reconstruction in robotics or XR. This capability is important since it allows immediate feedback and interaction with new environments. Visual-inertial odometry (VIO) and simultaneous localization and mapping (VI-SLAM) systems, on the other hand, specifically target these real-time applications, which makes them a good choice for integration with 3DGS. We propose a new method that tracks and reconstructs simultaneously in real-time by leveraging an efficient visual-inertial tracking system based on Basalt together with a novel incremental method built on top of Brush, an efficient Rust-based GPU-vendor-agnostic implementation of 3D Gaussian Splatting. We show that many of the heavy preprocessing and training steps of 3DGS can be replaced with a more efficient incremental training strategy that has direct access to the information generated by the visual-inertial tracking system. Furthermore, we propose and combine multiple practical improvements to increase the efficiency of the training pipeline and adapt it to run in real-time, parallel to the tracking thread. This work highlights the value of exploiting the complementary nature of SLAM and 3DGS, and how that can lead to promising results for real-time 3D reconstruction.

Robotics (cs.RO); Computer Vision and Pattern Recognition (cs.CV)

arXiv:2608.00931 [cs.RO]

(or arXiv:2608.00931v1 [cs.RO] for this version)

https://doi.org/10.48550/arXiv.2608.00931 Focus to learn more arXiv-issued DOI via DataCite (pending registration)

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Full text under the publisher's open licence · 306 words

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