IROS 2026 Workshop

Co-GS SLAMCollaborative 3D Gaussian Splatting SLAM
with Pose-Dependent Gaussian Model

Taehu Sim1Hogyun Kim1Jiwon Choi1Juhui Lee1and Younggun Cho1†

1Spatial AI and Robotics (SPARO) Lab, Inha University, South Korea
† Corresponding author

The Workshop and Competition on Intelligent Information Gathering for Single and Multi-Robot Systems IROS 2026 · Sunday, 8:30–12:30 · Paper #16
Merged Gaussian map of the in-house sequence with the keyframe poses of agent 1 (blue) and agent 2 (pink) drawn as camera frusta.

(a) Merged Gaussian map

Novel view rendered without the pose-dependent Gaussian model: the checkerboard shows double edges and blur.
(b) Rendering w/o PD model
The same novel view with the pose-dependent Gaussian model: the checkerboard is sharp.
(c) Rendering w/ PD model
Co-GS SLAM on our in-house dataset. (a) The merged map of two agents, with their keyframe poses drawn as camera frusta. (b) Without the pose-dependent (PD) Gaussian model, the misalignment left by the merge is absorbed into the map as double surfaces and blur. (c) With the PD model, the poses move together with the map and the surface is recovered. Both renders start from the same merge and differ only in the map representation.
8/9

Sequences with the lowest
trajectory error

+5.9–10.5 dB

PSNR gain over the best baseline
on all seven keyframe benchmarks

4.1 cm

Average in-house ATE,
against 11.8 cm

The idea

Consistency starts with the poses.

Abstract

Collaborative 3D Gaussian splatting (3DGS) simultaneous localization and mapping (SLAM) provides scalable intelligence by merging the Gaussian maps that multiple agents build. To bring those maps into a common frame, each agent tracks its own odometry, and the server then closes loops between the agents by recognizing revisited places and estimating the relative pose of the matched keyframes. Building on this, state-of-the-art multi-agent 3DGS SLAM methods reconstruct scenes with remarkable rendering quality. However, once they are deployed in the real-world, they often suffer from two challenges: (i) intra-agent odometry error, where the odometry of each agent is not consistently accurate, and (ii) inter-agent constraint noise, where sensor noise corrupts the loop closures between the agents. To address these challenges, we present Co-GS SLAM, which refines the merged map and the keyframe poses of every agent together using a pose-dependent (PD) Gaussian model, achieving a geometrically and photometrically consistent merged map. Experiments on nine multi-agent sequences from four datasets demonstrate the highest rendering fidelity and the lowest trajectory error on all but one sequence. In addition, on our in-house dataset, recorded in the real-world, our Co-GS SLAM shows robust performance compared with state-of-the-art methods, averaging 4.1 cm of trajectory error against 11.8 cm and 10.0 dB more PSNR. Our code will be available upon acceptance.

How it works

From local maps to one shared map.

The server merges the agents’ maps with no prior on their relative pose, then refines the map and every keyframe pose together.

Pipeline: (a) each agent maps into Gaussian submaps in its own frame, (b) the server closes loops between agents and solves a pose graph over the submaps, (c) the merged map is refined together with the keyframe poses of every agent.
Each agent tracks its own RGB-D stream and maps it into Gaussian submaps in its own reference frame (a). The server detects the loops between agents and solves a pose graph over the submaps, which places them in a common frame as one rigid transform each (b). We then refine the merged map together with the keyframe poses of every agent, with each Gaussian defined in the camera frame of the keyframe that created it (c).
01 / AGENT

Map in its own frame

Each agent estimates its keyframe poses by frame-to-model G-ICP and builds Gaussian submaps in its own reference frame. Its odometry error accumulates as it moves.

02 / SERVER

Merge into a common frame

Loop closures between agents enter a pose graph over all submaps. Optimizing it moves each submap rigidly, so errors inside a submap and noisy loop constraints remain after the merge.

03 / SERVER

Refine map and poses together

The rendering loss over the keyframes of all agents is minimized over the Gaussians and the keyframe poses of every agent at once, starting from the merged map.

The key representation

Gaussians that move
with their anchor poses.

Freeing the poses is not enough: from a poor merge, the joint refinement can settle with the region two agents share reconstructed twice.

The pose-dependent (PD) Gaussian model defines each Gaussian in the camera frame of the keyframe that added it, its anchor. A render then constrains not only its own viewing pose but also the anchor poses of every Gaussian it draws. Some of those anchors belong to the other agent, so the agents correct each other where their views overlap.

w/o PD
7.31 cm ATE
w/ PD
3.38 cm ATE
Without PD: double contours along the red chair and the arm of the black chair in Aria room 0.
(a) w/o PD
With PD: a single surface along both chairs in Aria room 0.
(b) w/ PD
Ground truth keyframe of Aria room 0.
(c) Ground truth

Aria room 0 after the joint refinement, with noise injected into the inter-agent loop constraints. Keeping the Gaussians in the world frame (a) leaves a second contour along the back of the red chair and the arm of the black chair; the PD model (b) recovers a single surface. The two renders differ by only 0.15 dB PSNR, so this misalignment is one that PSNR barely reports.

Quantitative results

Sharper maps. More accurate trajectories.

Nine multi-agent sequences from four datasets, evaluated on the keyframes of the merged map.

All results · exact values from the paper

Table I · Tracking accuracy

Table I: tracking accuracy (ATE RMSE) on nine sequences
MethodReplicaAriaTUMIn-house
apt 0apt 1apt 2office 0room 0room 1deskDream 1Dream 2
ATE RMSE ↓ (cm)
MAGiC-SLAM0.2400.3820.4820.2851.7510.73714.307.915.7
MAC-Ego3D*286.0396.1390.3217.4224.9166.715.052.5156.5
CoKo-SLAM0.620.560.350.552.771.62481515.438.8
Ours (map only)0.2010.2620.1540.1620.7991.3804.2405.2116.711
Co-GS SLAM (w/ PD)0.1900.2480.1480.1220.8051.3622.1143.3944.783

Table II · Rendering quality and depth accuracy

Table II: rendering quality and depth accuracy on keyframes
MethodReplicaTUMIn-house
apt 0apt 1apt 2office 0deskDream 1Dream 2
PSNR ↑ (dB)
MAGiC-SLAM37.5331.3131.3539.4615.7723.5621.56
MAC-Ego3D*31.1622.3029.2327.5817.1925.1524.40
CoKo-SLAM36.6529.2531.2739.2714.8123.1120.98
Ours (map only)46.3238.4940.7244.6317.2328.4429.25
Co-GS SLAM (w/ PD)46.8938.9941.3645.3423.3934.5534.93
SSIM ↑
MAGiC-SLAM0.9820.9630.9610.9920.6150.8460.772
MAC-Ego3D*0.9420.8550.9280.9160.7220.8960.897
CoKo-SLAM0.9770.9450.9590.9910.5220.8210.742
Ours (map only)0.9910.9810.9840.9900.6670.9070.912
Co-GS SLAM (w/ PD)0.9920.9820.9860.9910.8260.9610.960
LPIPS ↓
MAGiC-SLAM0.0980.1480.1790.0580.5170.3420.415
MAC-Ego3D*0.1760.2870.1800.1910.3370.1150.119
CoKo-SLAM0.1120.1870.1850.0620.6110.3470.437
Ours (map only)0.0240.0540.0490.0260.4370.2350.237
Co-GS SLAM (w/ PD)0.0220.0530.0470.0240.2590.1470.152
Depth L1 ↓ (cm)
MAGiC-SLAM0.631.570.980.399.4011.4725.72
MAC-Ego3D*9.0429.0218.9822.976.1010.5616.14
CoKo-SLAM0.732.151.310.419.5013.5628.99
Ours (map only)0.220.790.430.274.421.833.00
Co-GS SLAM (w/ PD)0.200.750.400.245.852.424.15

Table III · Novel and training view synthesis on Aria

Table III: novel and training view synthesis on AriaMultiagent
MethodNovel viewsTraining views
room 0room 1Avg.room 0room 1Avg.
PSNR ↑ (dB)
MAGiC-SLAM22.1622.0822.1226.8527.4427.15
MAC-Ego3D*13.3716.2414.8122.4922.7622.63
CoKo-SLAM20.9821.3421.1627.5727.6727.62
Co-GS SLAM (w/ PD)25.9722.3924.1830.4131.9731.19
SSIM ↑
MAGiC-SLAM0.7670.7970.7820.9230.9360.930
MAC-Ego3D*0.5270.6930.6100.8070.8390.823
CoKo-SLAM0.7400.7700.7550.9330.9350.934
Co-GS SLAM (w/ PD)0.8610.7740.8170.9200.9490.934
LPIPS ↓
MAGiC-SLAM0.3910.3230.3570.2030.1570.180
MAC-Ego3D*0.5920.5660.5790.3590.4460.403
CoKo-SLAM0.4070.3440.3760.2010.1640.183
Co-GS SLAM (w/ PD)0.2450.2810.2630.1760.1360.156
Depth L1 ↓ (cm)
MAGiC-SLAM3.205.104.151.921.301.61
MAC-Ego3D*90.8133.7862.3036.2223.4129.82
CoKo-SLAM3.486.124.801.431.661.55
Co-GS SLAM (w/ PD)3.265.654.463.973.043.51

Bold marks the best result as ranked in the paper. “Map only” is our refinement with the keyframe poses held fixed. All methods run with the authors’ code under an unknown relative pose, with the transform between agents initialized to the identity. *MAC-Ego3D assumes that transform to be known, so it is reported outside the setting it was designed for.

Qualitative results

One surface, seen from both agents.

The merged map rendered at a keyframe of each agent, with no initial transform between the agents.

In-house · Dream 1

Agent 1
Dream 1, agent 1: MAGiC-SLAM rendering
MAGiC-SLAM
Dream 1, agent 1: MAC-Ego3D rendering
MAC-Ego3D*
Dream 1, agent 1: CoKo-SLAM rendering
CoKo-SLAM
Dream 1, agent 1: Co-GS SLAM rendering
Co-GS SLAM
Dream 1, agent 1: ground truth
Ground truth
Agent 2
Dream 1, agent 2: MAGiC-SLAM rendering
MAGiC-SLAM
Dream 1, agent 2: MAC-Ego3D rendering
MAC-Ego3D*
Dream 1, agent 2: CoKo-SLAM rendering
CoKo-SLAM
Dream 1, agent 2: Co-GS SLAM rendering
Co-GS SLAM
Dream 1, agent 2: ground truth
Ground truth

The two rows are the two overlapping viewpoints whose disagreement the refinement uses. The baselines absorb the residual of the merge as blur and duplicated surfaces over the desk and the chair, while refining the poses together with the map recovers the keyboard, the monitor and the chair frame from both sides.

TUM desk

Agent 1
TUM desk, agent 1: MAGiC-SLAM rendering
MAGiC-SLAM
TUM desk, agent 1: MAC-Ego3D rendering
MAC-Ego3D*
TUM desk, agent 1: CoKo-SLAM rendering
CoKo-SLAM
TUM desk, agent 1: Co-GS SLAM rendering
Co-GS SLAM
TUM desk, agent 1: ground truth
Ground truth
Agent 2
TUM desk, agent 2: MAGiC-SLAM rendering
MAGiC-SLAM
TUM desk, agent 2: MAC-Ego3D rendering
MAC-Ego3D*
TUM desk, agent 2: CoKo-SLAM rendering
CoKo-SLAM
TUM desk, agent 2: Co-GS SLAM rendering
Co-GS SLAM
TUM desk, agent 2: ground truth
Ground truth

Each TUM agent drifts on its own, so this is the hardest case of intra-agent odometry error. The baselines absorb the pose error as blur and smeared surfaces, while refining the poses together with the map recovers the monitor, the keyboard and the books from both viewpoints.

Real-world evaluation

Our in-house multi-agent sequences.

Two indoor sequences, each pairing two independent recordings as two agents.

Sequences
Dream 1 · Dream 2
Agents
2 per sequence, 460–1103 frames each
Sensor
Intel RealSense D455f RGB-D
Ground truth
NOKOV motion capture

Citation

BibTeX

@inproceedings{sim2026cogsslam,
  title     = {Co-GS SLAM: Collaborative 3D Gaussian Splatting SLAM with Pose-Dependent Gaussian Model},
  author    = {Sim, Taehu and Kim, Hogyun and Choi, Jiwon and Lee, Juhui and Cho, Younggun},
  booktitle = {IROS 2026 Workshop and Competition on Intelligent Information Gathering for Single and Multi-Robot Systems},
  year      = {2026}
}