Does Dynamic-Point Filtering Help When Texture Is Scarce? A Controlled Study of ORB-SLAM2 Front-Ends in Synthetic Indoor Scenes

Does Dynamic-Point Filtering Help When Texture Is Scarce? A Controlled Study of ORB-SLAM2 Front-Ends in Synthetic Indoor Scenes

Zekui Xue · N/A · 2026

vision planning control benchmark

Framework

N/A

License

N/A

Stars

N/A

Summary

Dynamic-point filters are routinely added to feature-based visual SLAM, and several recent systems argue that removing dynamic features can leave too few static features in low-texture regions. So far, these systems have been evaluated only on texture-rich benchmark sequences.

Abstract Summary

Dynamic-point filters are routinely added to feature-based visual SLAM, and several recent systems argue that removing dynamic features can leave too few static features in low-texture regions. So far, these systems have been evaluated only on texture-rich benchmark sequences. We present a controlled study that isolates this interaction. We render synthetic indoor sequences in which surface texture (four levels, quantified by FAST-corner density and image-gradient entropy) and scene dynamics (three levels) are varied factorially along identical camera trajectories, with stereo, RGB-D, ground-truth poses and dynamic masks. On this grid we compare ORB-SLAM2 without filtering, with an optical-flow and epipolar-residual filter (FLOW), and with a multi-view depth-consistency filter (GEOM), and report trajectory error, tracking completeness and surviving static features over five runs. Because the masks give per-keypoint ground truth, we also measure each filter's dynamic-point precision and recall and its static-feature false-removal rate, so that mechanistic explanations can be tested directly. We do not propose a new filter. On 720 runs over 24 sequences, filtering helped mainly in the most dynamic cells; the benefit did not decline monotonically with texture, but at the lowest level filtering reduced tracking completeness, and ORB-SLAM2 never initialised in static L3 scenes. Contrary to our hypothesis, GEOM discarded more static keypoints than FLOW (median FRR 6.8% vs. 1.5% for RGB-D, 19.6% vs. 1.5% for stereo); its RGB-D advantage tracked dynamic-point recall and vanished in stereo mode. Data and code are available at https://github.com/felixxxue/texture-dynamics-slam.

Key Points

  • Dynamic-point filters are routinely added to feature-based visual SLAM, and several recent systems argue that removing dynamic features can leave too few static features in low-texture regions.
  • So far, these systems have been evaluated only on texture-rich benchmark sequences
  • We present a controlled study that isolates this interaction
  • We render synthetic indoor sequences in which surface texture (four levels, quantified by FAST-corner density and image-gradient entropy) and scene dynamics (three levels) are varied factorially along identical camera trajectories, with stereo, RGB-D, ground-truth poses and dynamic masks.
  • On this grid we compare ORB-SLAM2 without filtering, with an optical-flow and epipolar-residual filter (FLOW), and with a multi-view depth-consistency filter (GEOM), and report trajectory error, tracking completeness and surviving static features over five runs.

Study Design

We use the public ORB-SLAM2 implementation [ 2 ] in its stereo and RGB-D modes with the default tracking, local-mapping and loop-closing threads and with $N_{f}=1000$ ORB features [ 33 ] per frame (scale factor 1.2, 8 levels, FAST thresholds 20/7, close/far depth threshold 40 baselines); all other parameters are left at their defaults.

Study Design — Does Dynamic-Point Filtering Help When Texture Is Scarce? A Controlled Study of ORB-SLAM2 Front-Ends in Synthetic Indoor Scenes
Fig. 2: Left-camera frames of scene 1 at texture levels L0–L3 (dynamic level D2, frame 180), rendered from the same pose. Titles give $\beta_{\ell}$ and the median $\bar{N}_{\mathrm{F}}$ over all sequences of that level.

Experiments

Hypotheses. The design is built to test three pre-stated hypotheses; each may be refuted, and refutations will be reported as such. The accuracy benefit of dynamic-point filtering ($-\Delta\mathrm{ATE}_{f}$) decreases as texture decreases, and may become negative at the lowest texture level, because filtering removes a larger share of the scarce static keypoints.

Geom has a lower static-feature false-removal rate than Flow , and the gap widens as texture decreases, because $\mathbf{F}_{t}$ in Eq.

Experiments — Does Dynamic-Point Filtering Help When Texture Is Scarce? A Controlled Study of ORB-SLAM2 Front-Ends in Synthetic Indoor Scenes
Fig. 3: Effect of filtering, $\Delta\mathrm{ATE}_{f}=\mathrm{med}\,\mathrm{ATE}(f)-\mathrm{med}\,\mathrm{ATE}(\textsc{None})$ in cm (medians over 2 scenes $\times$ 5 runs, failed runs excluded; negative = filter helps; symmetric-log colour scale centred at 0), per texture level (rows, L0 richest) and dynamic level (columns). ∗ : Holm-corrected Wilcoxon rank-sum $p None .

Sources and Demonstrations

Figures are reproduced from Xue See the full paper for experimental details and the project page, when the paper links one, for demonstrations and videos.

Share

Related Papers

Aim Short to Reach Far: Your Frozen World Model Can Plan Better Than You Think
arXiv preprint

Aim Short to Reach Far: Your Frozen World Model Can Plan Better Than You Think

Xvyuan Liu, Jianjie Fang, Chen Gao et al.

Planners built on visual world models commonly score each predicted outcome by its distance to the encoded goal image. We show that this target can limit control even with exact dynamics and globally optimal short-horizon search: reaching a goal may require actions that initially move away from it.

vision reinforcement-learning planning control human-robot-interaction benchmark
PDF Intermediate