CORTEXA
← Browse
arxivcs.CV2026-06-30

Segmenting, Fast and Slow: Real-Time Open-Vocabulary Video Instance Segmentation with Dual-Path Processing

Luca Barsellotti, Martin Sundermeyer, Mattia Segu, Nikita Araslanov, Muhammad Ferjad Naeem, Marcella Cornia, Yongqin Xian, Maxim Berman

Object-centric models inspired by DETR have become the dominant paradigm for open-vocabulary video instance segmentation (OV-VIS). While recent efforts have reduced the computational cost of pixel decoding, textual modality fusion, and object decoding to make these architectures more suitable for mobile devices, real-time on-device inference at high frame rates remains an open challenge. In this paper, we introduce SegFS, a dual-stream fast-slow framework that significantly improves efficiency without sacrificing accuracy. On sparse keyframes, an open-vocabulary object-based model predicts instance-level representations. These representations are then projected back into the backbone feature space to condition a lightweight fast network, which efficiently relocalizes and segments the instances in subsequent frames. By shifting instance propagation from object decoding to feature-space conditioning, our approach decouples multimodal semantic understanding from dense mask prediction and enables efficient temporal propagation. The proposed fast branch achieves up to 14x lower latency than the mobile-oriented MOBIUS model, while maintaining competitive segmentation performance on standard OV-VIS benchmarks.

View free PDFSource page

Related papers

arxivcs.CVcs.AI2026-07-23

When Are Reasoning-Based Guardrails Not Efficient? ResponseGuard: A Fast Vision-Language Guard for Real-Time Moderation

Dongbin Na

A vision-language AI assistant returns its answer as a stream of generated tokens. Therefore, a safety guard that watches that answer has to keep up with the stream and stop a harmful reply before a user reads it. Recent vision-language guardrails instead generate a chain of thou…

View free PDFSource page
arxivcs.CVcs.MAcs.MM2026-07-17

Toward Semantic Communication for Real-time Mobile 3D Reconstruction

Fangzhou Zhao, Yao Sun, Xuesong Liu, Runze Cheng, Shang Kai, Yi Sun

Real-time mobile 3D reconstruction is fundamental to many emerging applications such as autonomous navigation and digital twin construction, where a moving platform continuously captures an image stream and transmit to a computing server for scene understanding. Unlike offline re…

View free PDFSource page
arxivcs.CV2026-07-16

Training-Free Open-Vocabulary 3D Point-Cloud Segmentation on the Generalized Few-Shot Benchmark

Silas kwabla Gah, Ebenezer Owusu

Generalized few-shot 3D point-cloud segmentation (GFS-PCS) asks a model to segment a scene into many base classes seen at training time and a set of novel classes. The state of the art reaches novel classes by reconciling a dense but noisy 3D vision-language prior with the few-sh…

View free PDFSource page
arxivcs.CV2026-07-16

Still image and spatial-temporal tomato data enabling detection, segmentation, tracking, and video-instance segmentation using strong and weak labels

Michael Halstead, Esra Guclu, Mohamed Farag, Enrico Pallotta, Christian Hund, Ribana Roscher, et al.

In this manuscript we release two datasets for visual sensing of tomato plants grown in commercial-like settings and acquired using a robot. The first is BUTom21 which consists of still images and manual annotations. The second is BUTom-ST21 which consists of video-based data and…

View free PDFSource page
arxivcs.CV2026-07-14

WanToFight: Real-Time Generative Game Engine for Multi-Player Combat Interaction

Li Hu, Guangyuan Wang, Peng Zhang, Bang Zhang

We present WanToFight, a generative game engine that simulates real-time, two-player The King of Fighters '97 (KOF~'97) gameplay from keyboard input. Prior generative game engines target either single-player first-person settings or non-real-time cooperative scenarios; multi-play…

View free PDFSource page