Thanh Duc Pham, Anh Nguyen, Duong Duc Hieu +1cs.CV
Interactive segmentation reduces the prohibitive cost of pixel-level annotation by allowing users to delineate objects with a few clicks. However, applying this paradigm directly to remote sensing imagery is non-trivial: ultra-high resolutions, small object sizes, and sparse spatial distributions all degrade segmentation quality. Recent work has addressed the resolution barrier and achieved competitive results in interactive segmentation for remote sensing (ISRS). However, they treat all instances of a class within an image as a single objective target. Consequently, interactions spent on one object contribute nothing to its same-class neighbours, and satisfactory masks may demand up to 40 clicks per image, hindering the practicality of these frameworks. We observe that remote sensing scenes exhibit markedly strong inter-object correlation, meaning a single clicked object is highly informative about the rest of its category. Building on this, we propose ISRS-DETR, a detection-guided interactive segmentation framework that injects object-level evidence into both training and inference. Our ISRS-DETR employs an RF-DETR decoder with the interactive segmentation backbone to localise co-occurring same-class objects, and introduces a Dynamic Top-K Click Selection strategy that retains only reliable proposals and converts each into a simulated click, so one user interaction propagates across an entire class. Experiments on three standard remote sensing benchmarks show that ISRS-DETR achieves state-of-the-art accuracy while substantially reducing Number of Clicks per Image (NoC-I). All codes and data splits will be released for reproducibility upon acceptance.
Elijah Danquah Darko, Min Xian, Terence Soule +2cs.CV cs.AI
Interactive image segmentation is critical for efficient image annotation; however, existing methods often require many corrective clicks or rely on passive refinement schemes that converge slowly. We propose Uncertainty-Guided Cascade Forward Refinement (U-CFR), a novel inference-time framework that enables models to autonomously self-correct after each user interaction. U-CFR introduces a boundary-aware uncertainty score that fuses segmentation uncertainty, contour gradients, and explicit edge predictions to guide the placement of internal pseudo-clicks. These self-generated clicks target the most ambiguous boundary regions, providing strong corrective signals without additional manual input. To support this process, we design a dual-head network with a shared encoder-decoder backbone: a segmentation head ensures region consistency, while an edge head sharpens boundary alignment. In inference, U-CFR launches a cascade of refinement steps, where each stage leverages the uncertainty-driven pseudo-clicks to refine the mask progressively. Experiments on standard benchmark datasets demonstrate that the proposed U-CFR improves click efficiency, initial mask quality, and boundary accuracy. It reduces the required clicks by over 10% on challenging datasets like Berkeley and offers a more intelligent and efficient interactive annotation.
Interactive 3D segmentation aims to extract object masks in point clouds with minimal user clicks. Despite recent progress, most existing approaches still struggle with (i) coarse voxel resolution that blurs fine boundaries under limited clicks and (ii) hard false positives caused by confusing background structures. These issues are exacerbated by density and scale shifts across datasets (e.g., dense RGB-D reconstructions vs. sparse LiDAR scans), where fixed refinement heuristics and purely click-driven decoding generalize poorly. To address them, we propose NegROI -- a novel transformer-based interactive framework that couples click-centric multi-resolution refinement with scene-conditioned negative prompts. Given a coarse voxel prediction, it refines only a local Region Of Interest (ROI) around the current click on a finer grid and fuses refined logits back to the coarse mask. To improve robustness and efficiency, we introduce uncertainty-driven selective refinement that prioritizes ambiguous regions. Meanwhile, we model hard background patterns via a set of scene-conditioned negative prompts obtained by cross-attention over scene tokens. We further stabilize these prompts with a diversity regularizer. Finally, we propose boundary-aware hard negative mining to supervise negative-prompt attention toward boundary-proximal, high-confidence false positives. Our experiments on common benchmark datasets (i.e., ScanNet, S3DIS, and KITTI) demonstrate improved click efficiency and reduced false positives, with stronger cross-dataset robustness than the state-of-the-art baselines.
Interactive segmentation of 3D Gaussians offers a compelling opportunity for real-time manipulation of 3D scenes, thanks to the real-time rendering capability of 3D Gaussian Splatting (3DGS). However, existing methods require a time-consuming per-scene setup - typically tens of seconds or even minutes - before interactive segmentation can begin on a raw 3DGS scene. This setup involves multi-view mask preparation, mask lifting, and feature distillation, creating a major bottleneck for online applications. To address this limitation, we aim to completely eliminate the setup stage for interactive 3DGS segmentation while keeping the segmentation time practical (under 1 second). In this work, we present SAGO (Segment Any Gaussians Online), a novel setup-free framework for interactive 3DGS segmentation. By introducing virtual drones, our method reframes the 3D segmentation problem as an online Next-Best-View (NBV) planning task formulated within a Markov process. Extensive experiments demonstrate that SAGO can extract clean 3D assets directly from 3D Gaussians with sub-second latency, thereby enabling a broad range of downstream applications such as object manipulation and scene editing. Moreover, our method achieves over a 50x speedup compared to the previous setup-free 3DGS segmentation frameworks.
Segment Anything Model (SAM) has revolutionized promptable image segmentation with strong zero-shot generalization. However, its performance degrades substantially under real-world imaging artifacts such as noise, blur, and compression. Existing methods restore features globally without focusing on segmentation-relevant regions and neglect SAM's iterative refinement mechanism, leading to suboptimal performance in interactive settings. We propose Prompt-Guided Feature Enhancement SAM (PGE-SAM), a framework that explicitly leverages user prompts and prior mask predictions to spatially guide the feature restoration process toward regions of interest through a Prompt Guidance Generator. To recover fine-grained details lost under degradation, we introduce Multi-Scale Features Interaction to incorporate low-level encoder features, along with a Foreground Reconstruction Loss that restricts feature-level supervision to the segmentation target. Furthermore, we present DM-Seg, a benchmark for interactive segmentation on degraded medical images, spanning multiple imaging modalities with both general and modality-specific degradations at varying severity levels. Extensive experiments demonstrate that PGE-SAM achieves SOTA robustness on both medical and natural image domains across multiple degradation levels, while maintaining generalization to clean images and adding less than one-fifth of the parameters of prior methods.
Paul Julius Kühn, Saptarshi Neil Sinha, Jakob Hansen +1cs.CV cs.AI
Segmenting 3D assets into meaningful regions remains challenging, especially when segmentation criteria are application-dependent and require user control. We present a human-in-the-loop pipeline for generating a segmented 2D parameterized atlas from a 3D model for interactive media, game, and XR content workflows. Our method first selects a compact set of rendered views using a greedy set cover strategy over sampled surface points, and then supports interactive segmentation of these views with SAM~2 and Label Studio. The resulting masks are back-projected onto the model's UV parameterization to produce a unified segmented atlas that supports downstream production tasks such as segment-wise material assignment, style transfer, and semantic labeling. We assess the pipeline through a demonstration-based technical evaluation on eight cultural heritage objects. The results show that the approach can generate usable segmented atlases across diverse geometries while revealing recurring sources of manual correction, particularly fine structures, cavities, and weak appearance boundaries.