Failure or Drift? Evaluating Monocular SLAM under Synthetic and Real-World Corruptions
Read the original on arXiv Computer Vision →The Flow has not summarised this story yet — read it at arXiv Computer Vision.
The Flow has not summarised this story yet — read it at arXiv Computer Vision.
Visual SLAM is commonly evaluated on clean trajectories, although deployment failures are often caused by adverse weather, illumination, blur, and sensor artifacts. Controlled corruptions are attracti...
arXiv:2609.14634v1 Announce Type: new Abstract: Recently, 3D Gaussian Splatting SLAM (3DGS-SLAM) has gained significant momentum in simultaneous localization and 3DGS scene reconstruction. In real-wo...
SLAM Adversarial Lab (SAL) is a modular framework designed to evaluate visual SLAM systems under adverse conditions such as fog, rain, camera, and video transport perturbations. It transforms existing datasets into adversarial versions by applying perturbations with severity levels expressed in real‑world units (e.g., meters for fog visibility). SAL’s extensible architecture separates datasets, perturbations, and SLAM algorithms via common interfaces, allowing users to add new components without rewriting integration code, and includes a search procedure to identify the severity at which a SLAM system fails.
arXiv:2508.13488v2 Announce Type: replace-cross Abstract: Loop closure detection is important for simultaneous localization and mapping (SLAM), which associates current observations with historical k...
arXiv:2606.29494v3 Announce Type: replace Abstract: Semantic 3D Gaussian SLAM commonly fuses 2D semantic priors into a persistent 3D map using uniform optimization weights. However, such priors are n...
The study evaluates whether dynamic-point filtering improves ORB‑SLAM2 performance in low‑texture indoor scenes by systematically varying texture and scene dynamics in synthetic sequences. Using stereo, RGB‑D, and ground‑truth data, the authors compare ORB‑SLAM2 without filtering, with an optical‑flow/epipolar filter (FLOW), and with a multi‑view depth‑consistency filter (GEOM), measuring trajectory error, tracking completeness, and static‑feature retention. Results show filtering mainly helps in highly dynamic environments; at the lowest texture level it reduces tracking completeness, and ORB‑SLAM2 fails to initialize in static low‑texture scenes, with GEOM discarding more static keypoints than FLOW. "whyItMatters":"The findings challenge the assumption that dynamic‑point filtering always benefits SLAM, highlighting its limited effectiveness in low‑texture settings and guiding future filter design."