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This research introduces a human-in-the-loop pipeline leveraging SAM~2 and Label Studio to create segmented 3D atlases specifically optimized for interactive media, gaming, and XR workflows. By combining automated view selection with user-guided correction on rendered images, the method effectively handles complex geometries while identifying specific failure modes like fine structures and weak boundaries in cultural heritage assets. The availability of open-source code suggests immediate practical utility for developers building next-generation asset production tools rather than representing a fundamental breakthrough in core AI theory or quantum mechanics.
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What this isA model's reading of the article and related coverage, written for aiqbench. Not the publisher's words.

Human-in-the-Loop Atlas-Based 3D Asset Segmentation for Interactive Content Workflows

arXiv2 min read

arXiv:2606.17824v2 Announce Type: replace-cross Abstract: 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. The code is available at https://github.com/saptarshineil/ai_assisted_atlas_segmentation

Abstract: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. The code is available at this https URL

Computer Vision and Pattern Recognition (cs.CV); Artificial Intelligence (cs.AI)

arXiv:2606.17824 [cs.CV]

(or arXiv:2606.17824v2 [cs.CV] for this version)

https://doi.org/10.48550/arXiv.2606.17824 Focus to learn more arXiv-issued DOI via DataCite

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Full text under the publisher's open licence · 255 words

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