arXiv:2607.07187v2 Announce Type: replace
Abstract: Local editing of 3D objects remains a long-standing challenge. When interacting with 3D content, humans naturally tend to specify a coarse region o...
By Youtan Yin, Yanning Zhou, Jiacheng Wei, Xiaofeng Yang, Jun Zhang, Jiayang Bai, Jingwen Ye, Weidong Zhang, Guosheng Lin
The paper introduces a framework for instruction‑guided 3D editing that does not require paired 3D supervision. It distills visual, semantic, and geometric knowledge from foundation models into a 3D editing model using a differentiable rendering pipeline, guided by a 2D visual prior from an image editing model and a semantic prior from a Vision‑Language Model. A 3D‑aware Distribution Matching regularization is added to prevent geometric collapse and ensure realistic 3D outputs, leading to superior instruction fidelity and cross‑view consistency compared to state‑of‑the‑art baselines.
By Hao Wen, Weibin Yun, Hongxing Fan, Haotian Lu, Rui Chen, Zehuan Huang, Lu Sheng
arXiv:2508.01684v2 Announce Type: replace
Abstract: While diffusion models have demonstrated remarkable progress in 2D image generation and editing, extending these capabilities to 3D editing remains...
By Yufeng Chi, Huimin Ma, Kafeng Wang, Jianmin Li
TASE introduces a truncation‑aware embedding space that projects pretrained 2D semantic features into 3D scene representations, allowing flexible and controllable editing. The method optimizes feature channels so that fewer channels yield abstract semantics while more channels preserve detail, and it enforces multi‑view consistency with a scale‑ and translation‑equivariant loss. A finetuning stage for the editing diffusion model further reduces artifacts from geometric changes, achieving competitive performance and outperforming prior methods on large‑scale geometric edits.
By Tim-Felix Faasch, Jochen Kall, Lucas Nunes, Jens Behley, Cyrill Stachniss
arXiv:2609.14899v1 Announce Type: new
Abstract: Neural 3D scene editing is often evaluated by semantic alignment alone, although a convincing result may alter unrelated content or become inconsistent...
By Sariah Patro, Arjun Mehra, Nikhil Bhatia
arXiv:2606. 05142v1 Announce Type: cross Abstract: Recent developments in multi-view image editing with generative models have brought us a step closer toward general 3D content generation and customization.
By Josef Bengtson, Yaroslava Lochman, Fredrik Kahl
arXiv:2606.13345v2 Announce Type: replace
Abstract: Existing 3D scene editing methods typically rely on per-scene optimization over explicit 3D representations or cascaded edit-and-reconstruct pipeli...
By Xinnan Zhu, Ruijie Xu, Jiayu Ying, Daoguo Dong, Jiachen Xu, Yuan Xie, Xin Tan
Neural 3D scene editing is often evaluated by semantic alignment alone, although a convincing result may alter unrelated content or become inconsistent across views. We introduce EditBench3D, a repres...
arXiv:2606. 20118v1 Announce Type: cross Abstract: Vision-language-action (VLA) policies have shown strong potential for general-purpose manipulation, yet they often fail on novel, out-of-distribution objects whose appearance or geometry deviates from the training distribution.
By Jonghoon Lee, Seong Hyeon Park, Byungwoo Jeon, Minha Lee, Jinwoo Shin
arXiv:2511.22228v3 Announce Type: replace-cross
Abstract: Recent advancements in diffusion and flow models have greatly improved text-based image editing, yet methods that edit images independently o...
By Josef Bengtson, David Nilsson, Dong In Lee, Yaroslava Lochman, Fredrik Kahl
Historical street-view imagery records urban evolution, but uneven coverage leaves substantial gaps in historical records. Generating plausible past appearances requires restoring changed structures w...
Text-driven 3D scene editing with 3D Gaussian Splatting (3DGS) typically applies a 2D diffusion editor to views rendered from fixed training cameras, limiting both the spatial coverage of edits and the user's freedom to target specific objects in complex scenes. We present LB-Edit, a framework that addresses two coupled problems: where to place editing cameras for localized edits, and how to make per-view edits agree with one another so that the 3D scene remains consistent after fine-tuning.