SPLATONIC: Architectural Support for 3D Gaussian Splatting SLAM via Sparse Processing
Xiaotong Huang, He Zhu, Tianrui Ma, Yuxiang Xiong, Fangxin Liu, Zhezhi He, Yiming Gan, Zihan Liu, Jingwen Leng, Yu Feng, Minyi Guo
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 realtime 3DGS-SLAM algorithm-hardware co-design for resourceconstrained devices. Inspired by classical SLAMs, we propose an adaptive sparse pixel sampling algorithm that reduces the number of rendered pixels by up towhile 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-checking. Together, these optimizations yield up tospeedup on the bottleneck stages andend-toend 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 tospeedup andenergy savings over mobile GPUs and up tospeedup andenergy savings over state-of-the-art accelerators, all with comparable accuracy.
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