# Split, Merge, and Refine: Fitting Tight Bounding Boxes via Over-Segmentation and Iterative Search

arXiv: https://arxiv.org/abs/2304.04336 · HTML: https://mlsanity.com/paper/2304.04336/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 20 of its 40 references that are in the map.
- First posted on arXiv 10 Apr 2023.

## Builds on (most cited first, 20 of 20)

- [ShapeNet: An Information-Rich 3D Model Repository](https://mlsanity.com/paper/1512.03012/) (2015)
- [Objaverse: A Universe of Annotated 3D Objects](https://mlsanity.com/paper/2212.08051/) (2022)
- [PartNet: A Large-scale Benchmark for Fine-grained and Hierarchical Part-level 3D Object Understanding](https://mlsanity.com/paper/1812.02713/) (2018)
- [OmniObject3D: Large-Vocabulary 3D Object Dataset for Realistic Perception, Reconstruction and Generation](https://mlsanity.com/paper/2301.07525/) (2023)
- [BSP-Net: Generating Compact Meshes via Binary Space Partitioning](https://mlsanity.com/paper/1911.06971/) (2019)
- [Learning Shape Abstractions by Assembling Volumetric Primitives](https://mlsanity.com/paper/1612.00404/) (2016)
- [CvxNet: Learnable Convex Decomposition](https://mlsanity.com/paper/1909.05736/) (2019)
- [Superquadrics Revisited: Learning 3D Shape Parsing beyond Cuboids](https://mlsanity.com/paper/1904.09970/) (2019)
- [CSGNet: Neural Shape Parser for Constructive Solid Geometry](https://mlsanity.com/paper/1712.08290/) (2017)
- [Neural Parts: Learning Expressive 3D Shape Abstractions with Invertible Neural Networks](https://mlsanity.com/paper/2103.10429/) (2021)
- [BAE-NET: Branched Autoencoder for Shape Co-Segmentation](https://mlsanity.com/paper/1903.11228/) (2019)
- [Approximate Convex Decomposition for 3D Meshes with Collision-Aware Concavity and Tree Search](https://mlsanity.com/paper/2205.02961/) (2022)
- [Unsupervised Learning for Cuboid Shape Abstraction via Joint Segmentation from Point Clouds](https://mlsanity.com/paper/2106.03437/) (2021)
- [ManifoldPlus: A Robust and Scalable Watertight Manifold Surface Generation Method for Triangle Soups](https://mlsanity.com/paper/2005.11621/) (2020)
- [Fast Tetrahedral Meshing in the Wild](https://mlsanity.com/paper/1908.03581/) (2019)
- [MonteFloor: Extending MCTS for Reconstructing Accurate Large-Scale Floor Plans](https://mlsanity.com/paper/2103.11161/) (2021)
- [Modeling 3D Shapes by Reinforcement Learning](https://mlsanity.com/paper/2003.12397/) (2020)
- [Monte Carlo Scene Search for 3D Scene Understanding](https://mlsanity.com/paper/2103.07969/) (2021)
- [RIM-Net: Recursive Implicit Fields for Unsupervised Learning of Hierarchical Shape Structures](https://mlsanity.com/paper/2201.12763/) (2022)
- [MCTS with Refinement for Proposals Selection Games in Scene Understanding](https://mlsanity.com/paper/2207.03204/) (2022)

## Built on by (most cited first, 2 of 2)

- [Residual Primitive Fitting of 3D Shapes with SuperFrusta](https://mlsanity.com/paper/2512.09201/) (2025)
- [BoxSplitGen: A Generative Model for 3D Part Bounding Boxes in Varying Granularity](https://mlsanity.com/paper/2602.20666/) (2026)

## Abstract (arXiv)

Achieving tight bounding boxes of a shape while guaranteeing complete boundness is an essential task for efficient geometric operations and unsupervised semantic part detection. But previous methods fail to achieve both full coverage and tightness. Neural-network-based methods are not suitable for these goals due to the non-differentiability of the objective, while classic iterative search methods suffer from their sensitivity to the initialization. We propose a novel framework for finding a set of tight bounding boxes of a 3D shape via over-segmentation and iterative merging and refinement. Our result shows that utilizing effective search methods with appropriate objectives is the key to producing bounding boxes with both properties. We employ an existing pre-segmentation to split the shape and obtain over-segmentation. Then, we apply hierarchical merging with our novel tightness-aware merging and stopping criteria. To overcome the sensitivity to the initialization, we also define actions to refine the bounding box parameters in an Markov Decision Process (MDP) setup with a soft reward function promoting a wider exploration. Lastly, we further improve the refinement step with Monte Carlo Tree Search (MCTS) based multi-action space exploration. By thoughtful evaluation on diverse 3D shapes, we demonstrate full coverage, tightness, and an adequate number of bounding boxes of our method without requiring any training data or supervision. It thus can be applied to various downstream tasks in computer vision and graphics.
