Lune

HPCA2026顶会

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

2026年份
1被引次数
1顶会引用

摘要

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 to256×256 \timeswhile 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 preemptiveα\alpha-checking. Together, these optimizations yield up to121.7×121.7 \timesspeedup on the bottleneck stages and14.6×14.6 \timesend-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 to274.9×274.9 \timesspeedup and4738.5×4738.5 \timesenergy savings over mobile GPUs and up to25.2×25.2 \timesspeedup and241.1×241.1 \timesenergy savings over state-of-the-art accelerators, all with comparable accuracy.

问问这篇 Paper

智能体会读完全文。

Lune 把这篇 Paper 索引到了每一个公式,引用它的顶会 Paper 也一样。你提问,回答直接引用原文。

可以从这些问题问起

智能体调用

Luneget_paper_fulltext

在 Lune 里问

免费开始,无需绑卡

引用它的顶会 Paper1

问问它们各自怎么用它

它引用的顶会 Paper32

相关 Paper

黄昏的海面,两侧是细线勾勒的悬崖