Improving Continual Learning for Gaussian Splatting based Environments Reconstruction on Commercial Off-the-Shelf Edge Devices
Ivan Zaino, Matteo Risso, Daniele Jahier Pagliari, Miguel de Prado, Toon Van de Maele, Alessio Burrello

TL;DR
This paper introduces a precision-adaptive optimization framework that enables variational Bayesian Gaussian Splatting training on resource-constrained edge devices, significantly reducing memory and training time while maintaining high-quality 3D scene reconstruction.
Contribution
It presents a novel optimization approach that adapts precision levels and fuses kernels, allowing VBGS to run efficiently on embedded hardware without changing its core formulation.
Findings
Memory usage reduced from 9.44 GB to 1.11 GB.
Training time decreased from 234 min to 61 min.
Achieved 19x latency reduction on Jetson Orin Nano.
Abstract
Novel view synthesis (NVS) is increasingly relevant for edge robotics, where compact and incrementally updatable 3D scene models are needed for SLAM, navigation, and inspection under tight memory and latency budgets. Variational Bayesian Gaussian Splatting (VBGS) enables replay-free continual updates for the 3DGS algorithm by maintaining a probabilistic scene model, but its high-precision computations and large intermediate tensors make on-device training impractical. We present a precision-adaptive optimization framework that enables VBGS training on resource-constrained hardware without altering its variational formulation. We (i) profile VBGS to identify memory/latency hotspots, (ii) fuse memory-dominant kernels to reduce materialized intermediate tensors, and (iii) automatically assign operation-level precisions via a mixed-precision search with bounded relative error. Across the…
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Taxonomy
Topics3D Shape Modeling and Analysis · Robotics and Sensor-Based Localization · Advanced Vision and Imaging
