DiskChunGS: Large-Scale 3D Gaussian SLAM Through Chunk-Based Memory Management

TL;DR

DiskChunGS achieves large-scale 3D Gaussian SLAM via chunk-based memory management, completing all KITTI sequences successfully.

cs.RO 🔴 Advanced 2025-11-28 29 views
Casimir Feldmann Maximum Wilder-Smith Vaishakh Patil Michael Oechsle Michael Niemeyer Keisuke Tateno Marco Hutter
3D reconstruction SLAM Gaussian splatting memory management autonomous driving

Key Findings

Methodology

DiskChunGS employs chunk-based memory management, partitioning scenes into spatial chunks, maintaining only active regions in GPU memory while storing inactive areas on disk. This method integrates seamlessly with existing SLAM frameworks for pose estimation and loop closure, enabling globally consistent reconstruction at scale.

Key Results

  • DiskChunGS completes all 11 KITTI sequences without memory failures, achieving superior visual quality compared to other methods.
  • Efficiently handles large-scale reconstruction on Nvidia Jetson platforms, demonstrating practicality in resource-constrained environments.
  • Exhibits robust indoor scene reconstruction capabilities on Replica and TUM-RGBD datasets.

Significance

This research overcomes the memory limitations of 3D Gaussian splatting in SLAM systems, supporting large-scale environment reconstruction. Its chunk-based memory management strategy not only increases reconstruction scale but also ensures visual quality. This innovation opens new possibilities in fields like autonomous driving, augmented reality, and cultural heritage preservation.

Technical Contribution

DiskChunGS achieves large-scale 3D Gaussian SLAM through chunk-based memory management, overcoming GPU memory constraints. Unlike existing methods, this system manages memory by dynamically loading and unloading scene chunks without compressing representations.

Novelty

DiskChunGS is the first to achieve large-scale 3D Gaussian SLAM without sacrificing visual quality. Compared to previous methods, its innovation lies in the chunk-based memory management strategy, enabling real-time reconstruction of large-scale scenes.

Limitations

  • In extremely complex scenes, chunk management may lead to I/O bottlenecks.
  • Dependency on hardware remains, especially on resource-constrained platforms.

Future Work

Future research could explore more efficient chunk management strategies to further optimize I/O performance. Additionally, studying how to implement this system on a wider range of hardware platforms is an important direction.

AI Executive Summary

Recent advances in 3D Gaussian splatting have shown impressive results for novel view synthesis, but its application in SLAM systems faces memory constraints. Existing methods require the entire scene representation to fit within GPU memory, limiting reconstruction scale.

DiskChunGS addresses this issue through chunk-based memory management. The method partitions scenes into spatial chunks, maintaining only active regions in GPU memory while storing inactive areas on disk. This strategy integrates seamlessly with the ORB-SLAM3 framework, supporting pose estimation and loop closure for globally consistent reconstruction at scale.

Experimental results demonstrate DiskChunGS's superior performance on KITTI, Replica, and TUM-RGBD datasets, particularly on resource-constrained Nvidia Jetson platforms, highlighting its potential for practical applications. Despite potential I/O bottlenecks in extremely complex scenes, this method provides a new solution for large-scale 3D reconstruction.

Deep Analysis

Background

In recent years, 3D Gaussian splatting has gained attention for its efficient real-time rendering capabilities. However, its application in SLAM systems is limited by GPU memory constraints, requiring the entire scene representation to fit within GPU memory. DiskChunGS addresses this issue through chunk-based memory management, enabling globally consistent reconstruction of large-scale environments.

Core Problem

Existing 3D Gaussian splatting methods in SLAM systems are constrained by GPU memory, limiting the reconstruction of large-scale environments. This issue restricts its potential applications in fields like autonomous driving and augmented reality. Achieving large-scale reconstruction without sacrificing visual quality is a challenging problem.

Innovation

DiskChunGS's core innovation lies in its chunk-based memory management strategy. This method partitions scenes into spatial chunks, maintaining only active regions in GPU memory while storing inactive areas on disk. This strategy overcomes memory constraints while ensuring visual quality.

Methodology

  • �� Partition scenes into spatial chunks, maintaining only active regions in GPU memory
  • �� Integrate with ORB-SLAM3 framework for pose estimation and loop closure
  • �� Dynamically load and unload scene chunks to optimize memory usage
  • �� Validate practicality on Nvidia Jetson platforms

Experiments

Experiments were conducted on Replica, TUM-RGBD, and KITTI datasets to validate DiskChunGS's performance in various scenarios. Absolute Tracking Error (ATE) was used to evaluate localization accuracy, while Peak Signal-to-Noise Ratio (PSNR) and Structural Similarity Index Measure (SSIM) assessed reconstruction quality.

Results

DiskChunGS completes all 11 KITTI sequences without memory failures, achieving superior visual quality compared to other methods. Efficiently handles large-scale reconstruction on Nvidia Jetson platforms, demonstrating practicality in resource-constrained environments.

Applications

DiskChunGS can be applied in fields like autonomous driving, augmented reality, and cultural heritage preservation, supporting high-quality reconstruction of large-scale environments. Its chunk-based memory management strategy allows efficient operation even on resource-constrained hardware platforms.

Limitations & Outlook

While DiskChunGS performs well in large-scale reconstruction, chunk management may lead to I/O bottlenecks in extremely complex scenes. Additionally, dependency on hardware remains, especially on resource-constrained platforms. Future research could explore more efficient chunk management strategies to further optimize I/O performance.

Plain Language Accessible to non-experts

Imagine you're building a massive Lego city. Each Lego piece represents a small area, and you only take out and use what you need, rather than displaying the entire city at once. This is how DiskChunGS works: it divides large scenes into small chunks and only loads them into memory when needed. This method not only saves memory but also ensures you don't miss any details during construction. It's like cleverly managing your Lego pieces in a limited space to ensure every part fits perfectly together.

ELI14 Explained like you're 14

Imagine you're playing a huge game map, but your computer doesn't have enough memory to load the whole map. DiskChunGS is like a smart helper that divides the map into smaller chunks and only loads them into your computer when needed. This way, you can explore the entire map without sacrificing game quality! Isn't that cool? It's like only bringing the books you need for the day to school, instead of stuffing all of them into your backpack.

Glossary

3D Gaussian Splatting

A technique for 3D scene reconstruction using Gaussian distributions for efficient real-time rendering.

Used in the paper for novel view synthesis.

SLAM

Simultaneous Localization and Mapping, a technique for building maps and tracking location simultaneously, widely used in robotic navigation.

DiskChunGS integrates with SLAM systems for large-scale reconstruction.

ORB-SLAM3

A feature-based visual SLAM algorithm supporting monocular, stereo, and RGB-D cameras.

Used for localization and loop closure in DiskChunGS.

VRAM

Video Random Access Memory, high-speed memory used for storing graphics data, typically used by graphics processors.

DiskChunGS optimizes VRAM usage through chunk management.

Chunk

A unit for partitioning scenes into small regions for memory management.

DiskChunGS uses chunk management for large-scale reconstruction.

Open Questions Unanswered questions from this research

  • 1 How to further optimize chunk management strategies in more complex scenes?
  • 2 How to enhance system performance on extremely resource-limited hardware?

Applications

Immediate Applications

Autonomous Driving

DiskChunGS can be used for real-time environment reconstruction in autonomous vehicles, supporting high-precision map construction in large-scale urban environments.

Long-term Vision

Cultural Heritage Preservation

Through high-quality 3D reconstruction, DiskChunGS can be used for digital preservation and exhibition of cultural heritage, providing immersive experiences.

Abstract

Recent advances in 3D Gaussian Splatting (3DGS) have demonstrated impressive results for novel view synthesis with real-time rendering capabilities. However, integrating 3DGS with SLAM systems faces a fundamental scalability limitation: methods are constrained by GPU memory capacity, restricting reconstruction to small-scale environments. We present DiskChunGS, a scalable 3DGS SLAM system that overcomes this bottleneck through an out-of-core approach that partitions scenes into spatial chunks and maintains only active regions in GPU memory while storing inactive areas on disk. Our architecture integrates seamlessly with existing SLAM frameworks for pose estimation and loop closure, enabling globally consistent reconstruction at scale. We validate DiskChunGS on indoor scenes (Replica, TUM-RGBD), urban driving scenarios (KITTI), and resource-constrained Nvidia Jetson platforms. Our method uniquely completes all 11 KITTI sequences without memory failures while achieving superior visual quality, demonstrating that algorithmic innovation can overcome the memory constraints that have limited previous 3DGS SLAM methods.

cs.RO cs.CV