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TETRIS: Towards Exploring the Robustness of Interactive Segmentation

Andrey Moskalenko, Vlad Shakhuro, Anna Vorontsova, Anton Konushin, Anton Antonov, Alexander Krapukhin, Denis Shepelev, Konstantin Soshin

TL;DR

This paper tackles the robustness gap in click-based interactive segmentation by showing that real user clicks diverge from common baseline strategies. It introduces a differentiable, white-box adversarial-input framework to generate adversarial prompts and a high-resolution TETRIS benchmark to quantify robustness across multiple click trajectories. A formal robustness score based on IoU curves (minimizing and maximizing trajectories) reveals substantial sensitivity to click position, even for leading methods, and demonstrates dataset-specific rankings. The work provides a practical protocol and a valuable dataset to drive the development of more robust interactive segmentation systems for real-world use.

Abstract

Interactive segmentation methods rely on user inputs to iteratively update the selection mask. A click specifying the object of interest is arguably the most simple and intuitive interaction type, and thereby the most common choice for interactive segmentation. However, user clicking patterns in the interactive segmentation context remain unexplored. Accordingly, interactive segmentation evaluation strategies rely more on intuition and common sense rather than empirical studies (e.g., assuming that users tend to click in the center of the area with the largest error). In this work, we conduct a real user study to investigate real user clicking patterns. This study reveals that the intuitive assumption made in the common evaluation strategy may not hold. As a result, interactive segmentation models may show high scores in the standard benchmarks, but it does not imply that they would perform well in a real world scenario. To assess the applicability of interactive segmentation methods, we propose a novel evaluation strategy providing a more comprehensive analysis of a model's performance. To this end, we propose a methodology for finding extreme user inputs by a direct optimization in a white-box adversarial attack on the interactive segmentation model. Based on the performance with such adversarial user inputs, we assess the robustness of interactive segmentation models w.r.t click positions. Besides, we introduce a novel benchmark for measuring the robustness of interactive segmentation, and report the results of an extensive evaluation of dozens of models.

TETRIS: Towards Exploring the Robustness of Interactive Segmentation

TL;DR

This paper tackles the robustness gap in click-based interactive segmentation by showing that real user clicks diverge from common baseline strategies. It introduces a differentiable, white-box adversarial-input framework to generate adversarial prompts and a high-resolution TETRIS benchmark to quantify robustness across multiple click trajectories. A formal robustness score based on IoU curves (minimizing and maximizing trajectories) reveals substantial sensitivity to click position, even for leading methods, and demonstrates dataset-specific rankings. The work provides a practical protocol and a valuable dataset to drive the development of more robust interactive segmentation systems for real-world use.

Abstract

Interactive segmentation methods rely on user inputs to iteratively update the selection mask. A click specifying the object of interest is arguably the most simple and intuitive interaction type, and thereby the most common choice for interactive segmentation. However, user clicking patterns in the interactive segmentation context remain unexplored. Accordingly, interactive segmentation evaluation strategies rely more on intuition and common sense rather than empirical studies (e.g., assuming that users tend to click in the center of the area with the largest error). In this work, we conduct a real user study to investigate real user clicking patterns. This study reveals that the intuitive assumption made in the common evaluation strategy may not hold. As a result, interactive segmentation models may show high scores in the standard benchmarks, but it does not imply that they would perform well in a real world scenario. To assess the applicability of interactive segmentation methods, we propose a novel evaluation strategy providing a more comprehensive analysis of a model's performance. To this end, we propose a methodology for finding extreme user inputs by a direct optimization in a white-box adversarial attack on the interactive segmentation model. Based on the performance with such adversarial user inputs, we assess the robustness of interactive segmentation models w.r.t click positions. Besides, we introduce a novel benchmark for measuring the robustness of interactive segmentation, and report the results of an extensive evaluation of dozens of models.
Paper Structure (21 sections, 10 figures, 1 table)

This paper contains 21 sections, 10 figures, 1 table.

Figures (10)

  • Figure 1: Single clicks made by different real users and the respective quality achieved. Top left: real users (green dots) do not click the way it is assumed in the standard testing procedures (magenta dot). Top right: the quality of two popular interactive segmentation models, a convolutional RITM ritm and a transformer-based SAM kirillov2023segment, is widely spread around the average score (visualized with colored bars). Bottom: IoU heatmaps show that prediction quality fluctuates heavily depending on an actual click position.
  • Figure 2: Top row: images with overlapped ground-truth masks (white), real user clicks (green), and clicks generated with the baseline strategy (magenta). Two bottom rows: IoU scores of RITM and SAM, calculated on a grid for each possible integer click position; warmer colors correspond to higher scores. Apparently, IoU scores may vary dramatically within small regions of the same object: this shows that the state-of-the-art approaches are rather sensitive to the click position.
  • Figure 3: An IoU spread (a difference between a maximum and minimum IoU of user clicks) between predicted and ground truth masks in the first real user interaction round. Green points represent user clicks, magenta points depict the clicks generated with the baseline strategy. Columns are sorted by an average spread.
  • Figure 4: The minimizing, baseline, and maximizing trajectories of IoU for RITM and SAM models. Aggregated values (IoU-AuC) are given in brackets.
  • Figure 5: Distances between 1800 clicks made by real users and the ones generated using the baseline strategy.
  • ...and 5 more figures