alphaFeedback

WorksComputer Science

GOFusion: Real-Time Gaussian-Occupancy Submap Fusion for Fisher-Informed Autonomous Robot Navigation

AI contributions
  • Codex
  • ChatGPT
View details
Ancillary data
1 code link
View

Abstract

In this letter, we present GOFusion, a real-time visual mapping system for autonomous robot navigation that anchors Gaussian primitives to local occupancy maps, providing both spatial awareness for path planning and high-fidelity appearance that enables information-driven robot navigation. GOFusion builds 3D Gaussian maps from pose estimates and local occupancy maps obtained via visual-inertial SLAM and enables pose corrections to maintain both geometric and visual consistency. Furthermore, it restricts the 3D Gaussian Splatting optimization to active submaps to bound GPU memory usage. Building on the appearance-rich Gaussian map, we introduce a rasterizer-integrated Fisher approximation that quantifies per-primitive sensitivity online, serving as an information-driven heuristic for Gaussian pruning and next-best-view planning. We evaluate GOFusion on public datasets and in real-world drone flights. It not only outperforms several baselines in mapping quality, but also achieves real-time, high-fidelity and uncertainty-aware mapping at scale. Finally, we demonstrate fully autonomous drone exploration for Gaussian map refinement using the proposed Fisher-informed heuristic. Code is available at https://github.com/Bennnoo/GOFusion. We provide a supplementary video demonstration at https://youtu.be/pLQKbxQvb6I.

Introduction

Autonomous robots need maps that support safe motion, reliable localization, and visual understanding in unknown environments. Occupancy maps [1, 2, 3] distinguish between free, occupied, and unknown space so that planners can check collisions, extract frontiers [4], and generate paths in large environments [5]. Such maps, however, encode geometry alone and discard appearance, whereas advanced tasks such as inspection and human-robot interaction require detailed scene appearance.

Radiance field map representations address this limitation, either by implicitly encoding the scene in a neural network [6] or by explicitly optimizing Gaussian primitives via 3D Gaussian Splatting (3DGS) [7]. While the former relies on dense per-ray sampling of an implicit field and therefore remains costly to train and query, 3DGS supports efficient rendering

via rasterization of an explicit set of primitives and is therefore better suited to online mapping. However, vanilla 3DGS maps describe only observed surfaces and do not distinguish free space from potentially occupied space, which is unsafe for robot navigation.

In principle, combining occupancy and Gaussian maps yields a complementary hybrid representation, in which an occupancy layer supports free-space reasoning, completeness assessment, and planning, while a Gaussian layer provides high-fidelity appearance. However, existing systems realize only half of this potential. GSFusion [9] and GPS-SLAM [10] exploit this coupling in one direction, predominantly using the geometric map to improve the reconstruction quality and efficiency rather than to support robot localization and navigation. Therefore, a hybrid representation that directly supports navigation remains an open challenge.

To address this challenge, we propose GOFusion, a real-time hybrid Gaussian-and-occupancy mapping system for autonomous robot navigation. GOFusion is built directly on a real-time visual-inertial SLAM system, OKVIS2-X [11], and inherits its state estimates and occupancy submaps. However, unlike previous reconstruction-oriented methods, we close the loop between the two map layers. While the occupancy submaps anchor and initialize the Gaussians, photometric optimization of 3DGS, in turn, refines the camera poses, thereby reducing pose jitter and improving map consistency. Our submap-local design keeps online optimization scalable, since trainable states are maintained only for active submaps. Beyond geometry and appearance, we further accumulate Fisher information from the Gaussian primitives to identify poorly-constrained map regions, providing an information-theoretic heuristic for trajectory planning that enables the robot to actively complete its own map. Figure 1 presents the performance of our method compared to various baselines.

Benchmark result on the uHumans2 dataset

Figure 1. Benchmark result on the uHumans2 dataset [8]. Left: finalized map of GOFusion, presenting different submaps. Right: performance summary of GOFusion on rendering quality (PSNR/SSIM/LPIPS), trajectory accuracy (ATE−1^{-1}), speed (Full-FPS), and GPU-memory efficiency (VRAM eff.).

E-mail addresses: {first.secondname}@tum.de

To our knowledge, GOFusion is the first hybrid Gaussian-occupancy mapping system that supports real-time 3D navigation outdoors from cameras and an IMU alone. The contributions of this paper are:

  1. A submap-based 3D Gaussian representation for large-scale high-fidelity mapping that supports appearancedependent tasks such as inspection and teleoperation alongside navigation, where SLAM pose-graph updates, including loop closures, also directly update both the occupancy and Gaussian layers.

  1. A rasterizer-integrated online Fisher approximation that maintains a diagonal, accumulated Fisher information over all Gaussians at negligible cost. Serving as an information heuristic for robot exploration, it highlights another key methodological advantage of Gaussian mapping in robotics.

  1. A real-time navigation framework that integrates visual-inertial SLAM with our hybrid map, deployable either fully onboard or split across onboard and offboard compute for resource-limited platforms.

  1. Real-world UAV experiments demonstrate GOFusion’s online capabilities and how Fisher information can be used in Gaussian pruning and next-best-view selection.

Volumetric Mapping for Robot Navigation

Volumetric representations have dominated robot mapping for decades. Occupancy maps [1] explicitly distinguish free, occupied, and unknown space, supporting collision checking, frontier extraction [4], and navigation under partial observation [12]. Truncated signed distance function (TSDF)- and signed distance field (SDF)-based systems such as [13, 14] instead target continuous surface reconstruction. They encode distance to the nearest observed surface, so unobserved volume is not separated from free space by the representation itself and must be handled by convention. Octree frameworks such as [3] improve scalability through hierarchical subdivision. These methods scale in space but not in time, since a globally parameterized map must be re-optimized whenever loop closure revises past poses.

Submap-based SLAM resolves this issue by integrating measurements into local maps, whose poses are frequently updated during graph optimization, improving global map consistency across all maps. This concept lends itself to exploration in large environments, where local submaps enable efficient updates while still supporting global planning [5]. OKVIS2-X [11] follows this direction for multi-sensor state estimation with occupancy submapping and submap alignment. Because pose corrections act at the submap level, the occupancy map remains directly available for planning throughout.

These advantages, however, concern geometry alone. As occupancy quantifies uncertainty about space, not appearance, a surface can be reliable for collision avoidance yet unusable for inspection or human-robot collaboration.

Gaussian Mapping for Robot Navigation

A more recent line of work in mapping replaces volumetric structures with explicit, editable, prunable, and rigidly transformable Gaussian primitives. Moreover, they are also differentiable under a fast rasterizer. Supervision is derived directly from image intensities, so every pixel contributes a residual [7]. Dense visual SLAM systems exploit this to jointly optimize camera poses and Gaussian primitives [15, 16], or to embed Gaussians in online pipelines through selective primitive updates, conventional frontends, and RGB-D alignment [17, 18, 19]. Others pair Gaussian maps with dedicated planners or semantic objectives for closed-loop navigation [20, 21]. Hybrid systems go one step further: previous work [9, 10] use TSDF geometry to guide Gaussian insertion and suppress redundant primitives, although the geometry serves reconstruction rather than a trajectory planner.

At the robot scale, Gaussian SLAM faces two further obstacles. A single global Gaussian map carries optimizer states, gradients, and rendering buffers that grow with scene size, and, once built, cannot easily adopt pose corrections. LoopSplat [22] addresses the second by organizing Gaussians into submaps that loop closure can rigidly transform, while Disk-ChunGS [23] addresses the first with disk-backed chunking. Neither, however, maintains an occupancy representation for downstream robotic tasks.

Uncertainty-Aware Mapping for Robot Navigation

Mapping to support real-world robot navigation, however, requires more than geometry and appearance, since the robot must also decide where to go next. Frontier-based exploration [4, 5] exposes unknown regions, but is blind to observed regions where the appearance model remains poorly constrained. Neural and Gaussian methods therefore study uncertainty-aware view selection, using Fisher information [24] or related visibility and information-gain signals [25, 26] to improve reconstruction quality. A second line keeps uncertainty inside the estimator, reweighting tracking, registration, and loop constraints [27].

Closest to our setting, μ\muSLAM [28] maintains a per-primitive confidence and plans on an occupancy grid projected from its Gaussian field. Its uncertainty never enters the planner, and the projected grid supports no planning beyond the ground plane. None of these systems, however, couples map uncertainty with the free-space reasoning required for real-time robot exploration. This motivates GOFusion’s unified hybrid map representation that keeps Gaussian optimization local to the active submap while exposing a per-primitive uncertainty for downstream decisions.

Method

Throughout this paper, we denote the world frame and the local frame of a local-occupancy map OmO_m by FW\mathcal{F}_W and FOm\mathcal{F}_{O_m}, respectively, and a transformation TAB∈SE(3)T_{AB} \in SE(3) represents the rigid transform from FB\mathcal{F}_B to FA\mathcal{F}_A. Ap{}^{A}p denotes a point pp in its reference frame FA\mathcal{F}_A.

Targeting real-world robot navigation, we build GOFusion on top of the real-time visual-inertial SLAM system, OKVIS2-X [11]. Our mapping system takes as input its MM local-occupancy maps O={Om}m=1M\mathcal{O} = \{O_m\}_{m=1}^{M} with their corresponding pose estimates TWOmT_{WO_m}, together with rectified RGB and depth images, as illustrated in Figure 2. Here, FOm\mathcal{F}_{O_m} coincides with the pose of the anchoring keyframe of the local-occupancy map. Loop-closure correction and local map alignment run in parallel, keeping the local-occupancy maps consistent at runtime.

System overview of GOFusion

Figure 2. System overview of GOFusion. OKVIS2-X [11] processes stereo RGB, IMU, and depth to estimate poses and build local-occupancy maps. Each occupancy map guides image-adaptive, voxel-weighted, and normal-aligned Gaussian initialization. Online Gaussian optimization then refines the active submap and provides gradient buffers to compute the accumulated Fisher approximation, which can be used for redundant Gaussian pruning or next-best-view selection. Our system can run entirely onboard or split between onboard and offboard processes, depending on the available compute.

Hybrid Occupancy-Gaussian Mapping

In GOFusion, we define the complete map as a collection of hybrid submaps as:

M={Mm}m=1M, Mm=(TWSm,Om,Gm,H^m),(1)\mathcal{M} = \left\{\mathcal{M}_m\right\}_{m=1}^{M},\ \mathcal{M}_m = \left(T_{W S_m}, O_m, G_m, \hat{H}_m\right), \tag*{(1)}

where we introduce the submap frame FSm≡FOm\mathcal{F}_{S_m} \equiv\mathcal{F}_{O_m}, the origin for both, the local-occupancy map OmO_m as well as corresponding Gaussian primitives GmG_m. Additionally, the matrix H^m\hat{H}_m stores their accumulated Fisher approximation (see Sec. III-D).

We parameterize the ii-th Gaussian primitive gi∈Gmg_i \in G_m as

gi=(μi,qi,si,ωi,fidc,firest)∈R59,(2)g_i = \left(\mu_i, q_i, s_i, \omega_i, f_i^{\mathrm{dc}}, f_i^{\mathrm{rest}}\right) \in\mathbb{R}^{59}, \tag*{(2)}

where μi∈R3\mu_i \in\mathbb{R}^{3} and qi∈R4q_i \in\mathbb{R}^{4} denote the center and the rotation quaternion of the Gaussian primitive in the local frame FSm\mathcal{F}_{S_m}. si∈R3s_i \in\mathbb{R}^{3} and ωi\omega_i represent the log-scales and the opacity logit, while fidc∈R3f_i^{\mathrm{dc}} \in\mathbb{R}^{3} and firest∈R45f_i^{\mathrm{rest}} \in\mathbb{R}^{45} are the degree-3 spherical-harmonic color coefficients as in [7].

Our submap-local parameterization applies loop-closure correction or 3DGS pose refinement (see Sec. III-C) directly to the submap poses TWSmT_{W S_m}, leaving the Gaussian parameters untouched. These pose updates propagate to the local-occupancy map and its Gaussian primitives without re-optimization. For instance, the center Smμi{}^{S_m}\mu_i of the ii-th Gaussian primitive maps to the world frame as Wμi=TWSmSmμi{}^{W}\mu_i = T_{W S_m}{}^{S_m}\mu_i. Thus, 3DGS optimization remains local to the active submap, keeping only one submap in a trainable state and limiting GPU memory usage as the scene grows.

Occupancy-Guided Gaussian Initialization

To improve the efficiency of 3DGS initialization, we adopt the quadtree image decomposition from [9] and extend it with a dual-threshold criterion. A tree node is subdivided either when its interior contrast is high or when the contrast against its surrounding band is high, capturing boundaries that the interior test alone would miss. As shown in Figure 3, our dual-threshold criterion produces additional finer subdivisions around image structures that are not split by the original criterion. Further, using summed-area tables enables O(1)O(1) rectangle-sum queries, avoiding repeated pixel scans during quadtree segmentation and significantly reducing computation time.

Comparison of quadtree-based image decomposition

Figure 3. Comparison of quadtree-based image decomposition on [29]. Left: decomposition in [9]. Right: our dual-threshold decomposition. Red regions highlight additional subdivisions that capture the image details effectively.

This approach results in a set of leaf nodes Ψ\Psi, where each element ψi=(ui,di)\psi_i = (u_i, d_i) with pixel center uiu_i and depth did_i proposes at most one Gaussian primitive via back-projection:

Smμi=TSmCtCtpi,Ctpi=π−1(ui,di),(3){}^{S_m}\mu_i = T_{S_m C_t}{}^{C_t}p_i,\qquad{}^{C_t}p_i = \pi^{-1}(u_i,d_i), \tag*{(3)}

which uses the camera pose estimate TWCtT_{W C_t} at time tt to express the current camera pose in the submap frame:

TSmCt=TWSm−1TWCt.(4)T_{S_m C_t} = T_{W S_m}^{-1}T_{W C_t}. \tag*{(4)}

Out of these Gaussian primitive proposals, GOFusion accepts only candidates whose occupancy voxel in the current active local-occupancy map OmO_m has integration weight one:

Gmnew={ψi∈Ψ∣di valid∧wOm(Smμi)=1},(5)G_m^{\mathrm{new}} = \left\{\psi_i \in\Psi\mid d_i\ \text{valid} \land w_{O_m}({}^{S_m}\mu_i)=1\right\}, \tag*{(5)}

where wOm(⋅)w_{O_m}(\cdot) returns the weight of the voxel corresponding to Smμi{}^{S_m}\mu_i, restricting insertion to newly observed occupied voxels and avoiding redundant primitives. The accepted proposal is initialized as a flattened anisotropic 3D Gaussian to fit the surface geometry. Its local zz-axis is aligned with the depth normal and scaled to exp⁡(si,z)=5×10−6 m\exp(s_{i,z}) = 5 \times10^{-6}\,\mathrm{m}, while the in-plane scales follow the quadtree footprint.

Joint Gaussian-Pose Refinement

During online mapping, GOFusion optimizes the Gaussian parameters while keeping the camera poses from [11] fixed during each mapping optimization. Joint Gaussian-pose refinement is performed at the final global 3DGS optimization stage as in [9]. All Gaussian submaps are then transformed into the world frame and merged into G\mathcal{G}. At refinement iteration kk, the merged Gaussian map is rendered as

I^tk=R(G,ΔTtkTˉCtW,K),(6)\hat{I}_t^k = \mathcal{R}\left(\mathcal{G}, \Delta T_t^k \bar{T}_{C_tW}, K\right), \tag*{(6)}

where R(⋅)\mathcal{R}(\cdot) is the differentiable Gaussian rasterization and KK is the camera intrinsics. The pose prior TˉCtW=TWCt−1\bar{T}_{C_tW} = T_{W C_t}^{-1} is held fixed during optimization, while the left perturbation ΔTtk\Delta T_t^k, initialized with ΔTt0=I4\Delta T_t^0 = I_4, is refined jointly with the Gaussian parameters. We implement our CUDA rasterizer following prior work [16].

The L1L_1 photometric loss

Lrgb,t≜Lrgb(I^t,It)=∥I^t−It∥1(7)\mathcal{L}_{\mathrm{rgb},t} \triangleq\mathcal{L}_{\mathrm{rgb}}(\hat{I}_t, I_t) = \left\|\hat{I}_t - I_t\right\|_1 \tag*{(7)}

forms the basis of our mapping objective, which we can optionally extend with depth and normal supervision as

Lmap,t=Lrgb,t+λDLD,t+λNLN,t,(8)\mathcal{L}_{\mathrm{map},t} = \mathcal{L}_{\mathrm{rgb},t} + \lambda_D \mathcal{L}_{D,t} + \lambda_N \mathcal{L}_{N,t}, \tag*{(8)}

where λD=0.1\lambda_D = 0.1 and λN=0.15\lambda_N = 0.15 are the empirically chosen weights. The depth and normal terms are

LD,t=1∣ΩD,t∣∑u∣d^u−du∣,LN,t=1∣ΩN,t∣∑u(1−α^un^uTnu),(9)\mathcal{L}_{D,t} = \frac{1}{|\Omega_{D,t}|} \sum_u |\hat{d}_u - d_u|,\qquad\mathcal{L}_{N,t} = \frac{1}{|\Omega_{N,t}|} \sum_u (1 - \hat{\alpha}_u \hat{\mathbf{n}}_u^{\mathsf{T}}\mathbf{n}_u), \tag*{(9)}

where ΩD,t\Omega_{D,t} and ΩN,t\Omega_{N,t} are the valid pixel sets for depth and normal supervision. dud_u and nu\mathbf{n}_u denote the input depth and its derived unit normal, and d^u\hat{d}_u, n^u\hat{\mathbf{n}}_u the rendered depth and composited normal. The accumulated pixel opacity α^u\hat{\alpha}_u from the current rendering is detached in the normal loss.

Following the pose optimization strategy in [16], we obtain the pose increment δξt∈R6\delta\xi_t \in\mathbb{R}^6 by backpropagating Lmap,t\mathcal{L}_{\mathrm{map},t} through R(⋅)\mathcal{R}(\cdot) and update the perturbation as in [11].

The joint Gaussian-pose optimization keeps residual pose errors out of the Gaussian parameters. As a final step, we merge all submaps and refine the Gaussian parameters together with per-keyframe pose increments over the global map.

Rasterized Gaussian-Map Fisher Approximation

During 3DGS optimization in Sec. III-C, we accumulate a per-primitive image sensitivity, which measures how strongly the rendered mapping views constrain that primitive. Under homoscedastic Gaussian noise, this sensitivity equals the per-primitive Fisher information up to the noise scale [24, 30]. We use it as an uncertainty measure over the Gaussian map.

However, computing the Fisher matrix across the full primitive state gi∈R59\mathbf{g}_i \in\mathbb{R}^{59} in (2) is prohibitive in both memory and computation at map scale. We therefore use a diagonal approximation and restrict the parameter set of the ii-th Gaussian primitive to

g~iF=(μi,αˉi)∈R4,(10)\tilde{\mathbf{g}}_i^{F} = (\boldsymbol{\mu}_i, \bar{\alpha}_i) \in\mathbb{R}^4, \tag*{(10)}

where αˉi=(1+exp⁡(−ωi))−1\bar{\alpha}_i = (1 + \exp(-\omega_i))^{-1} is the per-primitive opacity obtained by applying the sigmoid function to the opacity logit ωi\omega_i, as in 3DGS [7].

For Gaussian primitive ii, we obtain the diagonal Fisher matrix entries by summing the diagonal Gauss-Newton contributions over RGB channel indices c∈{1,2,3}c \in\{1,2,3\} and pixels u∈I^tu \in\hat{I}_t of each rendered image view v∈Vv \in\mathcal{V} as

h~im=∑v,c,udiag⁡(JTJ),J=∂I^v,c,u∂g~iF∈R1×4,(11)\tilde{h}_i^m = \sum_{v,c,u} \operatorname{diag}(\mathbf{J}^{\mathsf{T}}\mathbf{J}),\qquad\mathbf{J} = \frac{\partial\hat{I}_{v,c,u}}{\partial\tilde{\mathbf{g}}_i^F} \in\mathbb{R}^{1 \times4}, \tag*{(11)}

which reduces to an elementwise square of J\mathbf{J}. In (11), we use the standard front-to-back alpha compositing of Gaussian splatting,

I^v,u=∑i∈Av(u)τi,uai,uci,u,τi,u=∏j<i(1−aj,u),(12)\hat{I}_{v,u} = \sum_{i \in\mathcal{A}_v(u)} \tau_{i,u} a_{i,u}\mathbf{c}_{i,u},\qquad\tau_{i,u} = \prod_{j<i}(1-a_{j,u}), \tag*{(12)}

where Av(u)\mathcal{A}_v(u) is the depth-ordered set of primitives contributing to pixel uu, ai,u=αˉiΦi(u,μi)a_{i,u} = \bar{\alpha}_i \Phi_i(u,\boldsymbol{\mu}_i) the opacity of primitive ii at that pixel with its projected Gaussian Φi(⋅)\Phi_i(\cdot). τi,u\tau_{i,u} denotes the accumulated transmittance, as in [7].

However, evaluating (11) requires the channel-wise Jacobians of every primitive contributing to a pixel. We instead reuse the rasterizer forward buffers and the existing backward pass, seeding the Fisher branch with the upstream gradient pattern (1,1,1)(1,1,1) for every rendered RGB pixel. The resulting vector-Jacobian product returns the channel-summed sensitivity of each reduced parameter directly, so that for a rendered mapping view vv we accumulate

h~v,im=∑u(∑c∂I^v,c,u∂g~iF)∘2(13)\tilde{h}_{v,i}^m = \sum_u \left(\sum_c \frac{\partial\hat{I}_{v,c,u}}{\partial\tilde{\mathbf{g}}_i^F}\right)^{\circ2} \tag*{(13)}

with the elementwise square (⋅)∘2(\cdot)^{\circ2}. Summing the channels before squaring yields the exact diagonal Fisher of the channel-summed observation ∑cI^v,c\sum_c \hat{I}_{v,c} under homoscedastic noise up to a constant scale. We therefore use h~v,im\tilde{h}_{v,i}^m, the ii-th row of the Fisher matrix H^vm∈R∣Gm∣×4\hat{\mathbf{H}}_v^m \in\mathbb{R}^{|\mathcal{G}_m|\times4}, as a lightweight relative-sensitivity proxy of the Fisher information and evaluate it in Sec. IV-D.

Because the Gaussian parameters change during optimization, their sensitivities accumulated from earlier views become stale. We therefore smooth the Fisher information H^vm\hat{\mathbf{H}}_v^m of each rendered view vv over a subset of its past keyframes v′∈Vsampv' \in\mathcal{V}^{\mathrm{samp}} randomly sampled from all stored historical views Vhist\mathcal{V}^{\mathrm{hist}} of the active submap Mm\mathcal{M}_m as

H^vm,hist=∣Vhist∣∣Vsamp∣∑v′∈VsampH~v′m.(14)\hat{\mathbf{H}}_v^{m,\mathrm{hist}} = \frac{|\mathcal{V}^{\mathrm{hist}}|}{|\mathcal{V}^{\mathrm{samp}}|} \sum_{v' \in\mathcal{V}^{\mathrm{samp}}} \tilde{\mathbf{H}}_{v'}^m. \tag*{(14)}

Finally, we update the accumulated Fisher approximation H^m\hat{\mathbf{H}}_m in (1) for all primitives in Gm\mathcal{G}_m as

H^m←(1−η)(H^m+H~vm)+ηH^vm,hist,(15)\hat{\mathbf{H}}_m \leftarrow(1-\eta)\left(\hat{\mathbf{H}}_m + \tilde{\mathbf{H}}_v^m\right) + \eta\hat{\mathbf{H}}_v^{m,\mathrm{hist}}, \tag*{(15)}

where η=0.2\eta= 0.2 is empirically selected in this work. New primitives enter with a zero row, and we initialize H^m=0\hat{\mathbf{H}}_m = 0 when a Gaussian submap is created.

Fisher-Informed Gaussian Pruning and View Selection

Using the accumulated Fisher information H^m\hat{\mathbf{H}}_m in Sec. III-D, we derive a relative uncertainty score per Gaussian primitive and show that it can be used for two different objectives: at the primitive level, the score prunes persistently unconstrained primitives, while it also identifies poorly constrained regions aggregated over space, and guides next-best-view selection (see Sec. IV-D2 for more practical details).

Weakly-Constrained Gaussian Primitive Pruning

  1. Weakly-Constrained Gaussian Primitive Pruning: Inspired by [30], we combine the position and opacity Fisher information as a coverage heuristic to prune weakly-constrained Gaussian primitives. Using the log-scale sis_i in (2) and opacity αˉi\bar{\alpha}_i in (10), we define Ai=(13∑ℓ∈{x,y,z}exp⁡(si,ℓ))2A_i = \left(\frac{1}{3}\sum_{\ell\in\{x,y,z\}}\exp(s_{i,\ell})\right)^2, where

si,ls_{i,l} denotes the log-scale along principal axis ll of Gaussian ii. The squared mean scale AiA_i serves as an area-averaging, view-independent supporting metric, so that αˉiAi\bar{\alpha}_i A_i approximates the view coverage. The resulting importance score of each Gaussian primitive is

χi=r(βi)+λαr(γi)+r(δi),(16)\chi_i = r(\beta_i) + \lambda_\alpha r(\gamma_i) + r(\delta_i), \tag*{(16)}

with βi=log⁡(1+Ai∑j∈{x,y,z}H^i,j)\beta_i = \log(1 + A_i \sum_{j \in\{x,y,z\}} \hat{H}_{i,j}), γi=log⁡(1+αˉiH^i,α)\gamma_i = \log(1 + \bar{\alpha}_i \hat{H}_{i,\alpha}), and δi=log⁡(1+αˉiAi)\delta_i = \log(1 + \bar{\alpha}_i A_i), where r(⋅)∈[0,1]r(\cdot) \in[0,1] maps each term to its rank percentile among all primitives in the submap, placing the three terms on a common scale before weighting, and λα\lambda_\alpha weights the opacity term. The logarithm keeps the terms in a numerically stable range. Here, βi\beta_i and γi\gamma_i reward position and opacity information, while δi\delta_i prevents large smooth surfaces from being over-pruned.

For a target pruning ratio ρ∈[0,1)\rho\in[0,1), we partition the merged Gaussian map with a voxel grid and remove the lowest-scoring fraction ρ\rho of primitives in each voxel by ascending score χi\chi_i, keeping at least one primitive per voxel to preserve coverage in sparse regions. We evaluate this pruning strategy in Sec. IV-D1.

Next-Best-View Selection

2) Next-Best-View Selection: To select the next-best-view for robot navigation, we use Fisher information to favor views whose rendered images are most sensitive to the least-constrained Gaussian parameters. Let Mquery⊆M\mathcal{M}^{\mathrm{query}} \subseteq\mathcal{M} denote the associated submaps used to score the query view vv, and let H^i,j\hat{H}_{i,j} be the entry of H^m\hat{H}_m for primitive ii and component j∈{x,y,z,α}j \in\{x,y,z,\alpha\}, with the submap index omitted for readability. We use the regularized inverse Ui,j=1H^i,j+ϵU_{i,j} = \frac{1}{\hat{H}_{i,j}+\epsilon} as a relative uncertainty score, where ϵ=10−6\epsilon= 10^{-6} caps the score at 1/ϵ1/\epsilon for near-zero entries. Larger Ui,jU_{i,j} indicates weaker accumulated image constraints.

Consequently, we use this relative uncertainty score Ui,jU_{i,j} to weight the single-view Fisher information h~v,im\tilde{h}^{m}_{v,i} in (13) across all Gaussian primitives in Gm\mathcal{G}_m for a candidate view vv. Following [24], we scale each component of h~v,im\tilde{h}^{m}_{v,i} by its corresponding inverse historical information to obtain the per-primitive relative information-gain score Γi(v)\Gamma_i(v):

Γi(v)=13∑j∈{x,y,z}Ui,j[h~v,im]j+Ui,α[h~v,im]α,(17)\Gamma_i(v) = \frac{1}{3} \sum_{j \in\{x,y,z\}} U_{i,j} [\tilde{h}^{m}_{v,i}]_j + U_{i,\alpha} [\tilde{h}^{m}_{v,i}]_\alpha, \tag*{(17)}

where [⋅]j[\cdot]_j selects the jj-th component of the corresponding parameter.

Across the queried submaps Mm∈Mquery\mathcal{M}_m \in\mathcal{M}^{\mathrm{query}}, we compute Γ(v)=mean⁡m,i:Γi(v)≠0Γi(v)\Gamma(v) = \operatorname{mean}_{m,i:\Gamma_i(v)\ne0} \Gamma_i(v), then normalize it as Γ(v)←Γ(v)/(1+Γ(v))\Gamma(v) \leftarrow\Gamma(v)/(1+\Gamma(v)) to obtain the final next-best-view score. In Sec. IV-D2, we demonstrate how this score guides view selection during autonomous drone exploration to refine the Gaussian map. We adopt the submap-based drone exploration framework [5], and augment its candidate-view utility by adding the normalized Fisher score Γ(v)\Gamma(v) as a weighted term alongside its existing occupancy information gain. The planner then favors view candidates with a higher Γ(v)\Gamma(v) and emits a collision-free path to the robot.

Experiment and Results

Experimental Setup

We evaluate the proposed method on two public datasets and a real-world flight, comparing against state-of-the-art baselines throughout. TUM RGB-D [31] provides real-world indoor sequences with motion-capture ground-truth trajectories, while the uHumans2 [8] offers larger-scale synthetic environments with dense ground-truth geometry. The flight experiments additionally demonstrate real-time exploration of unknown, larger-scale environments, with the proposed Fisher information guiding view selection to refine the reconstruction.

All experiments run on a workstation with an Intel Core Ultra 9-285K CPU, 96 GB of RAM, and an NVIDIA RTX 4090 GPU with 48 GB of VRAM, which also serves as the ground station for the outdoor flight1. In the real-world experiment, we used a self-built quadcopter with a MicroStrain 3DM-GX5-25 IMU, a custom stereo rig with two ZED X One GS cameras, and a Jetson Orin NX with 16 GB of unified memory, running visual-inertial SLAM alongside a PX4 flight controller.

In contrast to the public datasets, which provide low-resolution RGB and depth images at 640 ×\times 480, our outdoor-flight experiments use 1920 ×\times 1200 images2 at 15 Hz together with IMU measurements at 200 Hz. For DiskChunGS [23], we supply depth directly to bypass its stereo-depth network without loading or executing it.

Unlike several baselines that evaluate only on valid-depth regions, we compute peak signal-to-noise ratio (PSNR), structural similarity index measure (SSIM) and learned perceptual image patch similarity (LPIPS) over the full image for all methods, since regions without depth returns are still rendered. This is why our reproduced scores for some baselines fall below the numbers reported in their papers. We further measure absolute trajectory error (ATE) RMSE, the number of Gaussian primitives, and peak GPU VRAM usage. Mapping frames per second (FPS) (Mapp. FPS) reports mapping throughput and full-system FPS (Full-FPS) the full tracking-and-mapping pipeline, both excluding the post-SLAM refinement.

Evaluation of Mapping Quality

TUM RGB-D

1) TUM RGB-D: On TUM RGB-D [31], we first evaluate reconstruction quality using ground-truth camera poses to isolate Gaussian mapping from trajectory estimation. Numbers are averaged over ten runs across all scenes in Table I. Both GOFusion configurations, with and without depth and normal supervision, take the top two places on PSNR and LPIPS at competitive mapping FPS. Although our image decomposition produces more primitives than [9], the memory footprint grows far more slowly, with 5.3 times as many primitives at 0.9 times the VRAM. The reason our SSIM falls behind [15] is likely its D-SSIM loss term and a three-times-larger primitive count. Interestingly, depth and normal supervision trade a small drop in RGB scores for better geometric consistency.1 and map completeness. We further discuss this observation in Sec. IV-C2.

MethodPSNR ↑SSIM ↑LPIPS ↓Mapp. FPS ↑#Gauss. (10610^{6}) ↓VRAM (GB) ↓
GS­Fusion [9]20.230.7080.35718.170.102.1
RTG-SLAM [17]18.470.7080.47010.640.312.4
GPS-SLAM [10]18.780.6520.393103.70.518.8
PhotoSLAM [18]21.300.7480.20534.570.111.2
GS-ICP SLAM [19]18.920.6880.30430.021.472.2
SplaTAM [15]19.450.8010.3362.401.913.9
Ours21.840.7540.19232.860.531.9
Ours (+D/N)<u>21.55</u>0.7480.19431.350.523.2

Table I. Benchmark of rendering quality and map compactness on TUM-RGBD [31] with ground-truth poses, averaged over 10 runs. All methods re-evaluated on full images, not cited from the original papers. (+D/N) denotes explicit depth and normal supervision in the 3DGS objective. Best and <u>second-best</u> in bold and underlined.

uHumans2

In extension to Sec. IV-B1, we next evaluate our method against a comparable set of baselines on uHumans2 [8] as a full-mapping system with estimated camera poses, in which SLAM also affects reconstruction quality. As shown in Table II and Figure 1, our method leads on all rendering metrics across all four sequences and achieves the lowest ATE on the three long ones. Although we generate more Gaussian primitives, our memory footprint remains lower than that of [17] and [23]. This highlights the benefit of our system design that anchors occupancy and Gaussian primitives to share submap frames. Confining the optimization to the active submap guarantees GOFusion’s scalability and enables consistent reconstruction across large environments where several baselines fail to complete sequences or suffer from trajectory drift. As observed in Sec. IV-B1, adding depth and normal supervision during 3DGS optimization does not necessarily improve rendering quality, since it regularizes the reconstruction toward geometric consistency.

Seq.MetricRTG-SLAM [17]GPS-SLAM [10]Photo-SLAM [18]GS-ICP SLAM [19]LoopSplat [22]DiskChunGS [23]OursOurs (+D/N)
Apart. 49.4 mPSNR ↑26.0414.7920.2723.6725.2429.1533.09<u>31.96</u>
Apart. 49.4 mSSIM ↑0.8940.2840.7300.8160.8280.8660.942<u>0.928</u>
Apart. 49.4 mLPIPS ↓0.3300.3830.3920.3350.3240.1100.062<u>0.076</u>
Apart. 49.4 mFull-FPS ↑9.6642.3557.1310.620.5910.5035.2330.54
Apart. 49.4 mATE ↓0.0070.1400.1391.5810.0460.0160.0150.014
Apart. 49.4 m#Gauss. (10610^{6}) ↓0.140.350.312.614.500.180.690.69
Apart. 49.4 mVRAM (GB) ↓4.55.45.211.942.84.92.44.2
Office 264 mPSNR ↑22.64GPU OOM14.40GPU OOMCPU OOM24.4931.14<u>29.26</u>
Office 264 mSSIM ↑0.813GPU OOM0.589GPU OOMCPU OOM0.7940.939<u>0.910</u>
Office 264 mLPIPS ↓0.421GPU OOM0.631GPU OOMCPU OOM0.2630.053<u>0.076</u>
Office 264 mFull-FPS ↑8.30GPU OOM46.89GPU OOMCPU OOM12.90<u>24.60</u>21.51
Office 264 mATE ↓0.219GPU OOM0.236GPU OOMCPU OOM3.1980.0620.052
Office 264 m#Gauss. (10610^{6}) ↓0.42GPU OOM1.92GPU OOMCPU OOM0.392.312.32
Office 264 mVRAM (GB) ↓17.5GPU OOM40.7GPU OOMCPU OOM8.36.310.8
Subway 508.7 mPSNR ↑23.11GPU OOMdivergedGPU OOMCPU OOM26.1129.99<u>28.27</u>
Subway 508.7 mSSIM ↑0.782GPU OOMdivergedGPU OOMCPU OOM0.7800.902<u>0.859</u>
Subway 508.7 mLPIPS ↓0.479GPU OOMdivergedGPU OOMCPU OOM0.2230.085<u>0.125</u>
Subway 508.7 mFull-FPS ↑7.76GPU OOMdivergedGPU OOMCPU OOM12.9511.9511.11
Subway 508.7 mATE ↓0.504GPU OOMdivergedGPU OOMCPU OOM26.7170.1800.180
Subway 508.7 m#Gauss. (10610^{6}) ↓0.56GPU OOMdivergedGPU OOMCPU OOM1.353.903.90
Subway 508.7 mVRAM (GB) ↓25.8GPU OOMdivergedGPU OOMCPU OOM22.89.113.5
Neighb. 337.8 mPSNR ↑19.75GPU OOMdivergedGPU OOMCPU OOM20.1425.46<u>24.35</u>
Neighb. 337.8 mSSIM ↑0.710GPU OOMdivergedGPU OOMCPU OOM0.6610.829<u>0.781</u>
Neighb. 337.8 mLPIPS ↓0.533GPU OOMdivergedGPU OOMCPU OOM0.3870.163<u>0.209</u>
Neighb. 337.8 mFull-FPS ↑5.77GPU OOMdivergedGPU OOMCPU OOM12.727.26.74
Neighb. 337.8 mATE ↓8.721GPU OOMdivergedGPU OOMCPU OOM5.8310.2790.266
Neighb. 337.8 m#Gauss. (10610^{6}) ↓0.35GPU OOMdivergedGPU OOMCPU OOM0.501.992.01
Neighb. 337.8 mVRAM (GB) ↓16.0GPU OOMdivergedGPU OOMCPU OOM8.74.97.4

Table II. Benchmark of rendering quality and SLAM performance on uHumans2 [8], averaged over 10 runs (median for ATE). (+D/N) denotes explicit depth/normal supervision in the 3DGS optimization objective. Best and second-best results are bold and underlined. OOM: out-of-memory.

Self-Collected Outdoor Flying Data

We benchmark all methods on 16 self-collected outdoor flight sequences3 with challenging real-world illumination. Table III reports the mapping performance in two settings. In the offline setting, all methods use camera poses from our SLAM output after bundle adjustment (BA)4, which are held fixed as pseudo-GT poses and also fixed during global 3DGS refinement. In the online setting, we report metrics obtained with live SLAM pose estimates and incremental 3DGS optimization before and after global 3DGS refinement. SLAM runs on the resource-limited onboard platform, while the 3DGS optimization was executed on a ground station.

SettingMethodPSNR ↑SSIM ↑LPIPS ↓#Gauss. (10610^{6}) ↓VRAM (GB) ↓
OfflineGS­Fusion [9]24.230.7010.4430.407.7
OfflineRTG-SLAM [17]15.850.4780.6930.468.6
OfflineGPS-SLAM [10]7.190.1250.9700.3114.3
OfflinePhotoSLAM [18]23.350.6420.5240.366.1
OfflineGS-ICP SLAM [19]22.360.7580.2672.9217.5
OfflineLoopSplat [22]CPU OOMCPU OOMCPU OOMCPU OOMCPU OOM
OfflineDiskChunGS [23]*23.480.6790.4781.1417.8
OfflineOurs26.350.8080.1673.889.0
OfflineOurs (+D/N)<u>26.04</u><u>0.801</u>0.1863.8910.4
OnlineOurs¹† (pre-global)16.350.4860.6112.447.1
OnlineOurs²† (post-global)24.860.7400.2592.447.1
OnlineOurs³† (post-global)25.030.7820.1572.447.1

Table III. Benchmark of rendering quality and map compactness on the real-world flight sequences using estimated poses, averaged over 16 sequences. (+D/N) denotes explicit depth and normal supervision in the 3DGS objective. Best and <u>second-best</u> in bold and underlined.

As in the previous sections, a similar conclusion on mapping performance can be drawn from the offline evaluation, with [22] and [23] additionally failing to complete all sequences. Our offline configuration with RGB-only supervision performs best on PSNR and LPIPS, as shown in Sec. IV-B1.

For online, real-time drone navigation, our method adaptively skips frames to avoid blocking, thereby consuming fewer frames than offline baselines. Despite this, it already surpasses most offline baselines in rendering quality with global 3DGS refinement across all submaps (i.e. post-global), whereas those baselines were evaluated offline with BA-refined poses. Under identical online conditions, it also surpasses most offline baselines in memory usage with BA-refined poses. Since our incremental 3DGS optimization (i.e. pre-global) runs only on the current submap to bound computation and keep the system real-time, the rendering quality drops but still exceeds [10, 17]. This is sufficient during flight, where navigation plans on the occupancy layer and view selection relies on Fisher information rather than on rendering fidelity (see Sec. IV-D). This quality gap closes after a few passes of global optimization.

In addition, we found that a larger Gaussian count, which

  • DiskChunGS [23] only completed 12 of 16 runs due to GPU OOM.

† Live results with depth and normal supervision.

¹ With live SLAM poses and real-time, incremental 3DGS refinement (pre-global).

² With live SLAM poses and global 3DGS refinement (post-global).

³ With BA-refined poses and global 3DGS refinement (post-global).

In addition, we found that a larger Gaussian count, which results from denser keyframe selection and a finer occupancy resolution (e.g., 0.1 m), does not translate into a proportional memory cost, since offline GOFusion holds roughly ten times as many primitives as [18] at less than twice its VRAM.

Ablation Studies

Submapping and Joint Optimization

We study the submap-based map representation and joint Gaussian-pose optimization on uHumans2 [8], using only RGB supervision. As shown in Table IV, partitioning the map into submaps improves every rendering metric, slightly raises full-system FPS, and reduces peak memory, since only the active submap carries training buffers. Because each submap covers a small region, its local Gaussians stay consistent with the underlying geometry, where a global pose correction is applied to all of them at once. Besides, the joint optimization yields further gains across all rendering metrics at no cost in full-system FPS, and lowers the ATE of the single map but not of the submaps, whose poses are already well constrained by loop closure and submap alignment.

MetricSingle Map w/o. Joint Opt.Single Map w. Joint Opt.Multiple Submaps w/o. Joint Opt.Multiple Submaps w. Joint Opt.
PSNR ↑\uparrow25.0125.0629.6829.92
SSIM ↑\uparrow0.7740.775<u>0.898</u>0.903
LPIPS ↓\downarrow0.2740.269<u>0.096</u>0.091
ATE ↓\downarrow0.1500.124<u>0.134</u>0.134
Full-FPS ↑\uparrow17.9517.97<u>19.60</u>19.72
#Gauss. (10610^6) ↓\downarrow0.60<u>0.61</u>2.232.22
VRAM (GB) ↓\downarrow15.715.7<u>6.6</u>5.7

Table IV. Ablation of map format and joint Gaussian-pose optimization on uHumans2 [8], averaged over 10 independent runs across all sequences. Best and second-best results are bold and underlined.

Depth and Normal Supervision for 3DGS

We further investigate the impact of geometric supervision through depth and normals in (8). Figure 4 illustrates exemplary RGB renderings alongside their rendered normals from novel viewpoints on uHumans2 [8].5 Accordingly, depth and normal supervision consistently maintain surface geometry and substantially improve novel viewpoints, while the RGB renderings remain comparable. As discussed in [32], regularizing the 3DGS optimization toward geometric consistency prevents overfitting to the training-view appearance, which matters more for robot navigation than training-view rendering quality. However, this comes at the cost of a slight drop in rendering quality on the training views in our experiments, as shown in Table II. Consequently, the weights for depth and normal loss terms in (8) have to be carefully balanced.

Qualitative novel-view comparison of 3DGS optimization without and with depth and normal supervision

Figure 4. Qualitative novel-view comparison of 3DGS optimization without (left) and with (right) depth and normal supervision on uHumans2 [8].

Evaluation of Gaussian-Map Fisher Approximation

Pruning of Weakly-Constrained Gaussians

In this experiment, we evaluate the proposed online Gaussian-map Fisher approximation as a pruning heuristic to remove weakly constrained Gaussians (see Sec. III-E), comparing rendering quality before and after pruning on four uHumans2 sequences [8]. We evaluate our pruning heuristics against two baseline pruning scores: a random pruning strategy that replaces the entries of H^m\hat{\mathbf{H}}_m in (15) with random values from a fixed seed, and an offline score recomputed over all keyframes after merging the submaps as in [30], which serves as the reference pruning strategy.

Figure 5 shows rendering quality as a function of the pruning ratio during online Gaussian mapping. Our online Gaussian pruning using the proposed Fisher approximation achieves pruning quality comparable to the offline reference, while both clearly outperform the random baseline as pruning becomes more aggressive. Since the offline reference is only available after the session ends, our online Fisher-based heuristic offers a practical alternative for Gaussian pruning.

Comparison of three Gaussian pruning strategies

Figure 5. Comparison of three Gaussian pruning strategies evaluated on the live pre-global map with online SLAM poses on uHumans2 [8].

Next-Best-View Selection

We then show that the Gaussian-map Fisher approximation can also select the next-best-view for map refinement in a real-world autonomous flight, while the occupancy map supports collision-free path planning. To achieve the best mapping performance, the visual-inertial SLAM runs onboard, while the ground station maintains the hybrid map and evaluates candidate views off-board. Figure 6 provides a scene overview while the drone was transiting between two next-best-view candidates.

Real-world autonomous drone flight with two next-best-view candidates

Figure 6. Real-world autonomous drone flight with two next-best-view candidates. Camera frustums (light blue and green) indicate the planned next-best-views, directed toward regions with low Fisher entries (warm color). The yellow frame marks the planner’s geofence, keeping the drone out of cluttered areas during autonomous flights.

To examine how a selected view improves reconstruction, we compare maps reconstructed from observations accumulated before and after its visit, using the same fixed final estimated trajectory. Both maps are rendered from the same candidate camera pose and intrinsics.

As shown in Figure 7, the visit improved both local detail and reconstruction completeness. The displayed high-response regions in the Fisher uncertainty map also become more localized, with remaining responses concentrated around vegetation and object boundaries. These qualitative results support the ability of Fisher-informed next-best-view selection to identify informative views that improve 3DGS reconstruction quality and reduce map uncertainty.

Map before and after visiting the next-best-view

Figure 7. Map before (left) and after (right) visiting the next-best-view during the flight. The rendered RGBs are from the same candidate pose. Warmer colors in the Fisher map indicate higher relative uncertainty.

Conclusion

We present GOFusion, a hybrid mapping method that anchors 3D Gaussians to local-occupancy submaps from visual-inertial SLAM to support real-time robot navigation. Beyond spatial awareness for path planning and high-fidelity appearance, it enables Fisher-guided Gaussian pruning and next-best-view selection. Across our extensive evaluations and a real-world autonomous flight, GOFusion achieves higher rendering quality than existing Gaussian SLAM systems with bounded GPU memory usage and successfully completes sequences that several baselines fail to complete.

However, our method still assumes accurate and robust depth estimation, requiring careful tuning of the depth and normal supervision during 3DGS optimization. To maintain the computational efficiency on resource-constrained devices, optimizing one submap at a time limits the online rendering quality where neighboring submaps overlap or are misaligned, which would become more pronounced in semi-static or dynamic environments. Future work will incorporate depth uncertainty into the mapping objective, extend the optimization across neighboring submaps, and use semantic cues to handle dynamic environments.

Acknowledgments

OpenAI Codex and ChatGPT assisted with experimental code development, experiment execution, and language polishing. The authors take full responsibility.

This work was funded by the Technical University of Munich (MIRMI Seed Fund), supported by Huawei Technologies.

The authors thank Dr. Massimiliano Maule, Hongjia Su, Dr. Xueliang Shi, Joseph Eichinger, Dr. Xueli An, and Lei Lu from Huawei Technologies for their support.

References

  1. [1]H. Moravec and A. Elfes, “High resolution maps from wide angle sonar,” in Proc. IEEE Int. Conf. Robot. Autom. (ICRA), vol. 2, 1985.
  2. [2]A. Elfes, “Using occupancy grids for mobile robot perception and navigation,” Computer, vol. 22, no. 6, 1989.DOI
  3. [3]A. Hornung, et al., “OctoMap: An efficient probabilistic 3D mapping framework based on octrees,” Auton. Robots, vol. 34, no. 3, 2013.DOI
  4. [4]B. Yamauchi, “A frontier-based approach for autonomous exploration,” in Proc. IEEE Int. Symp. Comput. Intell. Robot. Autom. (CIRA), 1997.
  5. [5]S. Papatheodorou, et al., “Efficient submap-based autonomous MAV exploration using visual-inertial SLAM configurable for LiDARs or depth cameras,” in Proc. IEEE Int. Conf. Robot. Autom. (ICRA), 2025.
  6. [6]B. Mildenhall, et al., “NeRF: Representing scenes as neural radiance fields for view synthesis,” Commun. ACM, vol. 65, no. 1, 2021.arxiv.org/abs/2003.08934
  7. [7]B. Kerbl, et al., “3D Gaussian Splatting for real-time radiance field rendering,” ACM Trans. Graph., vol. 42, no. 4, 2023.arxiv.org/abs/2308.04079
  8. [8]A. Rosinol, et al., “Kimera: From SLAM to spatial perception with 3D dynamic scene graphs,” Int. J. Robot. Res., vol. 40, no. 12-14, 2021.arxiv.org/abs/2101.06894
  9. [9]J. Wei and S. Leutenegger, “GSFusion: Online RGB-D mapping where Gaussian splatting meets TSDF fusion,” IEEE Robot. Autom. Lett., vol. 9, no. 12, 2024.arxiv.org/abs/2408.12677
  10. [10]Z. Peng, K. Zhou, and T. Shao, “Gaussian-plus-SDF SLAM: High-fidelity 3D reconstruction at 150+ fps,” Comput. Vis. Media, 2025.arxiv.org/abs/2509.11574
  11. [11]S. Boche, et al., “OKVIS2X: Open keyframe-based visual-inertial SLAM configurable with dense depth or LiDAR, and GNSS,” IEEE Trans. Robot., vol. 41, 2025.DOI
  12. [12]M. Ryll, et al., “Efficient trajectory planning for high speed flight in unknown environments,” in Proc. IEEE Int. Conf. Robot. Autom. (ICRA), 2019.DOI
  13. [13]R. A. Newcombe, et al., “KinectFusion: Real-time dense surface mapping and tracking,” in Proc. IEEE Int. Symp. Mixed Augment. Real. (ISMAR), 2011.
  14. [14]H. Oleynikova, et al., “Voxblox: Incremental 3D Euclidean signed distance fields for on-board MAV planning,” in Proc. IEEE/RSJ Int. Conf. Intell. Robots Syst. (IROS), 2017.DOI
  15. [15]N. Keetha, et al., “SplaTAM: Splat, track & map 3D Gaussians for dense RGB-D SLAM,” in Proc. IEEE/CVF Conf. Comput. Vis. Pattern Recognit. (CVPR), 2024.arxiv.org/abs/2312.02126
  16. [16]H. Matsuki, et al., “Gaussian splatting SLAM,” in Proc. IEEE/CVF Conf. Comput. Vis. Pattern Recognit. (CVPR), 2024.
  17. [17]Z. Peng, et al., “RTG-SLAM: Real-time 3D reconstruction at scale using Gaussian splatting,” in Proc. ACM SIGGRAPH, 2024.DOI
  18. [18]H. Huang, et al., “Photo-SLAM: Real-time simultaneous localization and photorealistic mapping for monocular, stereo, and RGB-D cameras,” in Proc. IEEE/CVF Conf. Comput. Vis. Pattern Recognit. (CVPR), 2024.arxiv.org/abs/2311.16728
  19. [19]S. Ha, J. Yeon, and H. Yu, “RGBD GS-ICP SLAM,” in Proc. Eur. Conf. Comput. Vis. (ECCV). Springer, 2024.
  20. [20]T. Chen, et al., “Splat-Nav: Safe real-time robot navigation in Gaussian splatting maps,” IEEE Trans. Robot., vol. 41, 2025.arxiv.org/abs/2403.02751
  21. [21]K. Nagami, et al., “VISTA: Open-vocabulary, task-relevant robot exploration with online semantic Gaussian splatting,” IEEE Robot. Autom. Lett., 2026.arxiv.org/abs/2507.01125
  22. [22]L. Zhu, et al., “LoopSplat: Loop closure by registering 3D Gaussian splats,” in Proc. Int. Conf. 3D Vis. (3DV), 2025.
  23. [23]C. Feldmann, et al., “DiskChunGS: Large-scale 3D Gaussian SLAM through chunk-based memory management,” IEEE Robot. Autom. Lett., 2026.DOI
  24. [24]W. Jiang, B. Lei, and K. Daniilidis, “FisherRF: Active view selection and mapping with radiance fields using Fisher information,” in Proc. Eur. Conf. Comput. Vis. (ECCV). Springer, 2024.DOI
  25. [25]L. Jin, et al., “ActiveGS: Active scene reconstruction using Gaussian splatting,” IEEE Robot. Autom. Lett., vol. 10, no. 5, 2025.arxiv.org/abs/2412.17769
  26. [26]L. Chen, et al., “ActiveGAME: Active Gaussian mapping through efficient rendering,” in Proc. IEEE/CVF Conf. Comput. Vis. Pattern Recognit. (CVPR), 2025.arxiv.org/abs/2501.06897
  27. [27]A. T. Tran and J. Košecká, “VarSplat: Uncertainty-aware 3D Gaussian splatting for robust RGB-D SLAM,” in Proc. IEEE/CVF Conf. Comput. Vis. Pattern Recognit. (CVPR), 2026.
  28. [28]P. Jiang, et al., “Uncertainty-driven 3D Gaussian splatting for robust real-time RGB-D SLAM,” IEEE Trans. Autom. Sci. Eng., 2026.DOI
  29. [29]J. Straub, et al., “The Replica dataset: A digital replica of indoor spaces,” arXiv:1906.05797, 2019.arxiv.org/abs/1906.05797
  30. [30]A. Hanson, et al., “PUP 3D-GS: Principled uncertainty pruning for 3D Gaussian splatting,” in Proc. IEEE/CVF Conf. Comput. Vis. Pattern Recognit. (CVPR), 2025.arxiv.org/abs/2406.10219
  31. [31]J. Sturm, et al., “A benchmark for the evaluation of RGB-D SLAM systems,” in Proc. IEEE/RSJ Int. Conf. Intell. Robots Syst. (IROS), 2012.DOI
  32. [32]H. Park, G. Ryu, and W. Kim, “DropGaussian: Structural regularization for sparse-view Gaussian splatting,” in Proc. IEEE/CVF Conf. Comput. Vis. Pattern Recognit. (CVPR), 2025.arxiv.org/abs/2504.00773

Paper details

vlnc:W_5turmuk9
v1 · latestHistory (1)

published · Fresh — added to the Hub within the last 30 days

added ·

Usage

views · 0

downloads · 0

A view counts once per browser per day, a download each time the PDF is requested.

CC BY 4.0

Original source

  • Computer Science

Codex, ChatGPT · View statement →

Looking for related papers…
Contents