Interactive image segmentation algorithms rely on the user to provide annotations as the guidance. When the task of interactive segmentation is performed on a small touchscreen device, the requirement of providing precise annotations could be cumbersome to the user. We design an efficient seed proposal method that actively proposes annotation seeds for the user to label. The user only needs to check which ones of the query seeds are inside the region of interest (ROI). We enforce the sparsity and diversity criteria on the selection of the query seeds. At each round of interaction the user is only presented with a small number of informative query seeds that are far apart from each other. As a result, we are able to derive a user friendly interaction mechanism for annotation on small touchscreen devices. The user merely has to swipe through on the ROI-relevant query seeds, which should be easy since those gestures are commonly used on a touchscreen. The performance of our algorithm is evaluated on six publicly available datasets. The evaluation results show that our algorithm achieves high segmentation accuracy, with short response time and less user feedback.
Many well-known interactive image segmentation algorithms are in this category, , @cite_9 @cite_31 @cite_40 @cite_36 @cite_24 @cite_18 @cite_1 @cite_19 @cite_26 @cite_20 @cite_34 @cite_39 @cite_45 @cite_22 @cite_43 @cite_11 , in which the user directly specifies the location of each label via seeds scribbles @cite_9 @cite_40 @cite_36 @cite_18 @cite_1 @cite_24 @cite_45 @cite_43 @cite_11 , contours @cite_19 @cite_26 @cite_34 @cite_39 @cite_22 , or bounding boxes @cite_31 @cite_20 @cite_22 . These algorithms use graph cuts , random walks , level set , geodesic distance , or deep network to segment the images according to the user annotations.
@cite_18 @cite_26 @cite_22 @cite_36 @cite_9 @cite_1 @cite_39 @cite_24 @cite_19 @cite_40 @cite_45 @cite_43 @cite_31 @cite_34 @cite_20 @cite_11
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A novel method is proposed for performing multilabel, interactive image segmentation. Given a small number of pixels with user-defined (or predefined) labels, one can analytically and quickly determine the probability that a random walker starting at each unlabeled pixel will first reach one of the prelabeled pixels. By assigning each pixel to the label for which the greatest probability is calculated, a high-quality image segmentation may be obtained. Theoretical properties of this algorithm are developed along with the corresponding connections to discrete potential theory and electrical circuits. This algorithm is formulated in discrete space (i.e., on a graph) using combinatorial analogues of standard operators and principles from continuous potential theory, allowing it to be applied in arbitrary dimension on arbitrary graphs We present a new, interactive tool called Intelligent Scissors which we use for image segmentation and composition. Fully automated segmentation is an unsolved problem, while manual tracing is inaccurate and laboriously unacceptable. However, Intelligent Scissors allow objects within digital images to be extracted quickly and accurately using simple gesture motions with a mouse. When the gestured mouse position comes in proximity to an object edge, a live-wire boundary “snaps” to, and wraps around the object of interest. Live-wire boundary detection formulates discrete dynamic programming (DP) as a two-dimensional graph searching problem. DP provides mathematically optimal boundaries while greatly reducing sensitivity to local noise or other intervening structures. Robustness is further enhanced with on-the-fly training which causes the boundary to adhere to the specific type of edge currently being followed, rather than simply the strongest edge in the neighborhood. Boundary cooling automatically freezes unchanging segments and automates input of additional seed points. Cooling also allows the user to be much more free with the gesture path, thereby increasing the efficiency and finesse with which boundaries can be extracted. Extracted objects can be scaled, rotated, and composited using live-wire masks and spatial frequency equivalencing. Frequency equivalencing is performed by applying a Butterworth filter which matches the lowest frequency spectra to all other image components. Intelligent Scissors allow creation of convincing compositions from existing images while dramatically increasing the speed and precision with which objects can be extracted. In this paper we describe a new technique for general purpose interactive segmentation of N-dimensional images. The user marks certain pixels as "object" or "background" to provide hard constraints for segmentation. Additional soft constraints incorporate both boundary and region information. Graph cuts are used to find the globally optimal segmentation of the N-dimensional image. The obtained solution gives the best balance of boundary and region properties among all segmentations satisfying the constraints. The topology of our segmentation is unrestricted and both "object" and "background" segments may consist of several isolated parts. Some experimental results are presented in the context of photo video editing and medical image segmentation. We also demonstrate an interesting Gestalt example. A fast implementation of our segmentation method is possible via a new max-flow algorithm. In this paper we introduce a new shape constraint for interactive image segmentation. It is an extension of Veksler's [25] star-convexity prior, in two ways: from a single star to multiple stars and from Euclidean rays to Geodesic paths. Global minima of the energy function are obtained subject to these new constraints. We also introduce Geodesic Forests, which exploit the structure of shortest paths in implementing the extended constraints. The star-convexity prior is used here in an interactive setting and this is demonstrated in a practical system. The system is evaluated by means of a “robot user” to measure the amount of interaction required in a precise way. We also introduce a new and harder dataset which augments the existing Grabcut dataset [1] with images and ground truth taken from the PASCAL VOC segmentation challenge [7]. We present a new family of snakes that satisfy the property of multiresolution by exploiting subdivision schemes. We show in a generic way how to construct such snakes based on an admissible subdivision mask. We derive the necessary energy formulations and provide the formulas for their efficient computation. Depending on the choice of the mask, such models have the ability to reproduce trigonometric or polynomial curves. They can also be designed to be interpolating, a property that is useful in user-interactive applications. We provide explicit examples of subdivision snakes and illustrate their use for the segmentation of bioimages. We show that they are robust in the presence of noise and provide a multiresolution algorithm to enlarge their basin of attraction, which decreases their dependence on initialization compared to singleresolution snakes. We show the advantages of the proposed model in terms of computation and segmentation of structures with different sizes. We present TouchCut; a robust and efficient algorithm for segmenting image and video sequences with minimal user interaction. Our algorithm requires only a single finger touch to identify the object of interest in the image or first frame of video. Our approach is based on a level set framework, with an appearance model fusing edge, region texture and geometric information sampled local to the touched point. We first present our image segmentation solution, then extend this framework to progressive (per-frame) video segmentation, encouraging temporal coherence by incorporating motion estimation and a shape prior learned from previous frames. This new approach to visual object cut-out provides a practical solution for image and video segmentation on compact touch screen devices, facilitating spatially localized media manipulation. We describe such a case study, enabling users to selectively stylize video objects to create a hand-painted effect. We demonstrate the advantages of TouchCut by quantitatively comparing against the state of the art both in terms of accuracy, and run-time performance. A snake is an energy-minimizing spline guided by external constraint forces and influenced by image forces that pull it toward features such as lines and edges. Snakes are active contour models: they lock onto nearby edges, localizing them accurately. Scale-space continuation can be used to enlarge the capture region surrounding a feature. Snakes provide a unified account of a number of visual problems, including detection of edges, lines, and subjective contours; motion tracking; and stereo matching. We have used snakes successfully for interactive interpretation, in which user-imposed constraint forces guide the snake near features of interest. We propose a novel interactive cosegmentation method using global and local energy optimization. The global energy includes two terms: 1) the global scribbled energy and 2) the interimage energy. The first one utilizes the user scribbles to build the Gaussian mixture model and improve the cosegmentation performance. The second one is a global constraint, which attempts to match the histograms of common objects. To minimize the local energy, we apply the spline regression to learn the smoothness in a local neighborhood. This energy optimization can be converted into a constrained quadratic programming problem. To reduce the computational complexity, we propose an iterative optimization algorithm to decompose this optimization problem into several subproblems. The experimental results show that our method outperforms the state-of-the-art unsupervised cosegmentation and interactive cosegmentation methods on the iCoseg and MSRC benchmark data sets. Interactive object selection is a very important research problem and has many applications. Previous algorithms require substantial user interactions to estimate the foreground and background distributions. In this paper, we present a novel deep-learning-based algorithm which has much better understanding of objectness and can reduce user interactions to just a few clicks. Our algorithm transforms user-provided positive and negative clicks into two Euclidean distance maps which are then concatenated with the RGB channels of images to compose (image, user interactions) pairs. We generate many of such pairs by combining several random sampling strategies to model users' click patterns and use them to finetune deep Fully Convolutional Networks (FCNs). Finally the output probability maps of our FCN-8s model is integrated with graph cut optimization to refine the boundary segments. Our model is trained on the PASCAL segmentation dataset and evaluated on other datasets with different object classes. Experimental results on both seen and unseen objects demonstrate that our algorithm has a good generalization ability and is superior to all existing interactive object selection approaches. The interactive image segmentation model allows users to iteratively add new inputs for refinement until a satisfactory result is finally obtained. Therefore, an ideal interactive segmentation model should learn to capture the user's intention with minimal interaction. However, existing models fail to fully utilize the valuable user input information in the segmentation refinement process and thus offer an unsatisfactory user experience. In order to fully exploit the user-provided information, we propose a new deep framework, called Regional Interactive Segmentation Network (RIS-Net), to expand the field-of-view of the given inputs to capture the local regional information surrounding them for local refinement. Additionally, RIS-Net adopts multiscale global contextual information to augment each local region for improving feature representation. We also introduce click discount factors to develop a novel optimization strategy for more effective end-to-end training. Comprehensive evaluations on four challenging datasets well demonstrate the superiority of the proposed RIS-Net over other state-of-the-art approaches. Figure-ground segmentation from bounding box input, provided either automatically or manually, has been extremely popular in the last decade and influenced various applications. A lot of research has focused on high-quality segmentation, using complex formulations which often lead to slow techniques, and often hamper practical usage. In this paper we demonstrate a very fast segmentation technique which still achieves very high quality results. We propose to replace the time consuming iterative refinement of global colour models in traditional GrabCut formulation by a densely connected crf. To motivate this decision, we show that a dense crf implicitly models unnormalized global colour models for foreground and background. Such relationship provides insightful analysis to bridge between dense crf and GrabCut functional. We extensively evaluate our algorithm using two famous benchmarks. Our experimental results demonstrated that the proposed algorithm achieves an order of magnitude 10× speed-up with respect to the closest competitor, and at the same time achieves a considerably higher accuracy. The problem of efficient, interactive foreground background segmentation in still images is of great practical importance in image editing. Classical image segmentation tools use either texture (colour) information, e.g. Magic Wand, or edge (contrast) information, e.g. Intelligent Scissors. Recently, an approach based on optimization by graph-cut has been developed which successfully combines both types of information. In this paper we extend the graph-cut approach in three respects. First, we have developed a more powerful, iterative version of the optimisation. Secondly, the power of the iterative algorithm is used to simplify substantially the user interaction needed for a given quality of result. Thirdly, a robust algorithm for "border matting" has been developed to estimate simultaneously the alpha-matte around an object boundary and the colours of foreground pixels. We show that for moderately difficult examples the proposed method outperforms competitive tools.