Single-UAV dense visual SLAM is often limited by long trajectory accumulation, incomplete local observations, redundant map growth, and onboard computation constraints. Collaborative mapping can distribute a large mission across several local submaps, but dense 3D Gaussian Splatting (3DGS) maps are expensive to exchange and individual Gaussian primitives are not reliable cross-agent matching units. This paper proposes G3M-SLAM, an anchor-guided Gaussian memory framework for UAV-oriented dense SLAM with representation-level submap fusion. Stable geometric anchors organize local Gaussian primitives and form a compact structural interface for submap exchange, overlap recognition, and correction. A hybrid feature-render tracking strategy combines sparse geometric constraints with Gaussian rendering residuals. A generative completion module predicts candidate Gaussians in weakly observed regions, while multi-view geometric verification and an evidence-aware lifecycle mechanism reject unsupported candidates and control redundant map growth. A dual-graph loop bundle adjustment couples the camera pose graph and the anchor memory graph so that corrections can be propagated to anchor-associated Gaussian structures. Experiments on Replica, ScanNet, TUM RGB-D, and EuRoC MAV evaluate local tracking, dense rendering, runtime, and a split-agent fusion protocol. In the latter protocol, fusion reduces ATE from 0.045 m to 0.031 m, translational RPE from 0.030 m to 0.017 m, and rotational RPE from to . The serialized anchor packet is 0.66 MB, approximately smaller than the complete Gaussian submap. On Jetson AGX Orin, the full system processes EuRoC V101 and V103 at 1.49 FPS and 1.42 FPS, respectively, while ATE increases by only 0.001 m relative to the RTX 3090 Ti workstation results. These gains represent recovery from split-agent degradation and compact representation exchange rather than an improvement over full-sequence single-agent processing. The present study therefore evaluates a representation-level fusion interface and does not reproduce the full conditions of a field-deployed decentralized multi-UAV system.
Traditional visual SLAM pipelines are typically designed under the static-world assumption and often degrade severely in indoor environments with frequent human motion. To improve trajectory accuracy and front-end stability in such scenarios while maintaining real-time throughput, we present SY-SLAM, an RGB-D SLAM system for dynamic indoor environments with frequent human motion. (S stands for SuperPoint, which is used as a detector-only learned keypoint front-end, and Y stands for YOLO, which provides asynchronous person-aware keypoint suppression based on detected human bounding boxes.) We integrate a TensorRT-deployed detector-only SuperPoint module to improve keypoint repeatability and robustness while retaining ORB binary descriptors for efficient matching and place recognition within the ORB-SLAM3 framework. To avoid feature starvation while preserving keypoint quality, we further introduce an adaptive SuperPoint keypoint selection strategy that applies stricter filtering when keypoints are abundant and relaxes the selection constraints when they are scarce. In parallel, an asynchronous YOLOv8s TensorRT thread performs person detection with temporal bounding-box memory, and keypoints inside detected person regions are removed before ORB descriptor computation and matching to reduce dynamic-feature contamination in the front end. We evaluate SY-SLAM on five dynamic TUM RGB-D fr3 sequences using ATE and RPE metrics. Compared with ORB-SLAM3, SY-SLAM reduces ATE RMSE by 93.45% across four dynamic walking sequences. On the widely reported fr3/w/x sequence, SY-SLAM achieves competitive accuracy with recent dynamic SLAM methods while maintaining real-time performance. The system runs in real time at 46.8 Hz (21.36 ms per frame) on an Intel i9-13900H CPU with an NVIDIA RTX 4070 Laptop GPU.