DiskChunGS: Large-Scale 3D Gaussian SLAM Through Chunk-Based Memory Management
Casimir Feldmann, Maximum Wilder-Smith, Vaishakh Patil, Michael Oechsle, Michael Niemeyer, Keisuke Tateno, Marco Hutter

TL;DR
DiskChunGS introduces a scalable 3D Gaussian SLAM system that manages large scenes efficiently by using chunk-based memory management, enabling real-time, large-scale 3D reconstruction without GPU memory limitations.
Contribution
It presents a novel out-of-core approach for 3D Gaussian SLAM that handles scene data in chunks, overcoming GPU memory constraints and enabling large-scale, real-time SLAM.
Findings
Successfully completes all KITTI sequences without memory failures.
Achieves superior visual quality compared to previous methods.
Operates effectively on resource-constrained platforms like Nvidia Jetson.
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…
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Taxonomy
TopicsRobotics and Sensor-Based Localization · Advanced Vision and Imaging · Computer Graphics and Visualization Techniques
