# DivAS: Interactive 3D Segmentation by Depth-Weighted Voxel Aggregation

arXiv: https://arxiv.org/abs/2601.04860 · HTML: https://mlsanity.com/paper/2601.04860/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- First posted on arXiv 8 Jan 2026.

## Abstract (arXiv)

Interactive 3D segmentation of a reconstructed scene should not require a representation-specific optimization loop. We observe that the recipe for lifting 2D foundation-model masks into 3D, namely prompting a few views, refining the resulting masks with rendered depth, and fusing the multi-view evidence into a voxel grid, is shared across scene representations. What remains representation-specific is only the depth signal returned by the renderer and the occupancy prior that gates fusion. We present **DivAS** (Depth-interactive Voxel Aggregation Segmentation), an optimization-free, training-free framework that realizes this recipe as a single interaction-and-fusion skeleton with lightweight, representation-specific adapters, instantiated on both Gaussian Splatting (GS) and NeRF backbones. On standard forward-facing and unbounded benchmarks, the GS instantiation attains segmentation quality competitive with state-of-the-art optimization-based methods, and the best on LLFF, while being the only one to reach this quality within the consumer-hardware memory envelope at standard resolution. Both instantiations run end-to-end around 2x faster than feature-field baselines, with a per-update fusion-kernel cost below 70 ms. Because segmentation evidence is gathered from a small, bounded set of anchor views, user effort and computation remain independent of the training-set size. The same skeleton applied to a NeRF backbone matches or exceeds the performance of optimization-based NeRF baselines, confirming that the recipe transfers across fundamentally different 3D representations.
