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This research introduces an interactive pipeline combining SAM 2 models with human-in-the-loop feedback to segment complex 3D assets for game, XR, and cultural heritage applications. By leveraging a greedy set cover strategy on sampled views before back-projecting masks onto UV parameterization, the system effectively handles diverse geometries while identifying specific failure modes like fine structures and weak boundaries that require manual correction. The work advances practical computer vision workflows by bridging automated segmentation capabilities with necessary human oversight for high-fidelity interactive content production.
Human-in-the-Loop Atlas-Based 3D Asset Segmentation for Interactive Content Workflows
arXiv:2606.17824v1 Announce Type: 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.
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.
Computer Vision and Pattern Recognition (cs.CV); Artificial Intelligence (cs.AI)
arXiv:2606.17824 [cs.CV]
(or arXiv:2606.17824v1 [cs.CV] for this version)
https://doi.org/10.48550/arXiv.2606.17824 Focus to learn more arXiv-issued DOI via DataCite (pending registration)
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