Splatonic: Architecture Support for 3D Gaussian Splatting SLAM via Sparse Processing
Abstract
3D Gaussian splatting (3DGS) has emerged as a promising direction for SLAM due to its high-fidelity reconstruction and rapid convergence. However, 3DGS-SLAM algorithms remain impractical for mobile platforms due to their high computational cost, especially for their tracking process. This work introduces Splatonic, a sparse and efficient real-time 3DGS-SLAM algorithm-hardware co-design for resource-constrained devices. Inspired by classical SLAMs, we propose an adaptive sparse pixel sampling algorithm that reduces the number of rendered pixels by up to 256× while retaining accuracy. To unlock this performance potential on mobile GPUs, we design a novel pixel-based rendering pipeline that improves hardware utilization via Gaussian-parallel rendering and preemptive α-checking. Together, these optimizations yield up to 121.7× speedup on the bottleneck stages and 14.6× end-to-end speedup on off-the-shelf GPUs. To further address new bottlenecks introduced by our rendering pipeline, we propose a pipelined architecture that simplifies the overall design while addressing newly emerged bottlenecks in projection and aggregation. Evaluated across four 3DGS-SLAM algorithms, Splatonic achieves up to 274.9× speedup and 4738.5× energy savings over mobile GPUs and up to 25.2× speedup and 241.1× energy savings over state-of-the-art accelerators, all with comparable accuracy.
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