Kilian Northoff, Mateo de Mayo, Daniel Cremers
Technical University of Munich - Munich Center for Machine Learning
Accepted to the ECCV NeuSLAM Workshop, Nectar Track.
- 📄 Paper: https://arxiv.org/abs/2508.00088
- 🌐 Project page: https://.github.io/tumvision-stipple/ (served from
docs/) - 💻 Code: coming soon
3D Gaussian Splatting (3DGS) provides efficient rendering of photo-realistic scenes, but its heavy preprocessing and training steps make it a poor fit for applications that require real-time reconstruction in robotics or XR. This capability is important since it allows immediate feedback and interaction with new environments. Visual-inertial odometry (VIO) and simultaneous localization and mapping (VI-SLAM) systems, on the other hand, specifically target real-time applications, which makes them a good choice for integration with 3DGS. We propose a new method that tracks and reconstructs simultaneously in real-time by leveraging an efficient visual-inertial tracking system based on Basalt together with a novel incremental method built on top of Brush, an efficient Rust-based GPU-vendor-agnostic implementation of 3D Gaussian Splatting. We show that many of the heavy preprocessing and training steps of 3DGS can be replaced with a more efficient incremental training strategy that has direct access to the information generated by the visual-inertial tracking system. Furthermore, we propose and combine multiple practical improvements to increase the efficiency of the training pipeline and adapt it to run in real-time, parallel to the tracking thread. This work highlights the value of exploiting the complementary nature of SLAM and 3DGS, and how that can lead to promising results for real-time 3D reconstruction.
- One real-time pipeline. Stereo images + IMU in, camera poses and a live 3DGS map out, tracking and splatting run concurrently, and the SLAM thread never blocks on training.
- VIO-aware training. Gaussians are only ever seeded from anchor frames (~10% of keyframes with unreconstructed content), which confines the stereo-depth bottleneck (FoundationStereo, ~150 ms) to a small fraction of frames.
- Occupancy-pruned, SSIM-guided densification. New Gaussians are back-projected from metric depth, pruned against a 0.1 m occupancy grid, then densified where per-pixel SSIM says the render still disagrees with the image.
- Loop closure for free. Pose-graph corrections from the tracker are applied as rigid transforms to each anchor frame's contiguous block of Gaussians.
- GPU-vendor-agnostic. Built on Brush (Rust + CubeCL, no CUDA lock-in), with BM and SGBM-WLS stereo fallbacks so the pipeline can run on non-CUDA GPUs.
Evaluated on EuRoC and the Monado SLAM Dataset (MSD), best of 3 runs at equal wall-clock time, on a Ryzen 9 9950X + RTX 5060 Ti.
- EuRoC Vicon Room: 23.5 dB avg PSNR vs. 20.2 (Photo-SLAM) / 22.4 (CaRtGS), at ~211 tracking FPS vs. ~70.
- MSD Valve Index / HP Reverb G2 / Samsung Odyssey+: best PSNR, LPIPS and tracking FPS on average, and the only method to complete several sequences where the baselines fail.
- EuRoC Machine Hall: the one regression, an unresolved Gaussian-explosion pathology over-triggers densification and CaRtGS leads on PSNR/SSIM there.
- EuRoC Vicon Room: https://www.youtube.com/watch?v=M5Nhw3y3AqA
- DepthAI live demo: https://www.youtube.com/watch?v=bbBo62U363o
- XREAL live demo: https://www.youtube.com/watch?v=H4PsfCmxbo8
@article{northoff2026stipple,
title = {Stipple: Real-Time Incremental Gaussian Splatting with Visual-Inertial Tracking},
author = {Northoff, Kilian and de Mayo, Mateo and Cremers, Daniel},
journal = {arXiv preprint arXiv:2508.00088},
year = {2026}
}Supported by the European Research Council (ERC) Advanced Grant SIMULACRON, by the DFG project CR 250/26-1 "4D-YouTube", by the GNI Project "AI4Twinning", and by the Munich Center for Machine Learning.


