Fine-grained control over continuous semantic attributes of 3D objects is essential for 3D content creation, but is not well supported by conventional 3D modeling workflows or prompt-based interaction...
arXiv:2608.21438v1 Announce Type: new
Abstract: Text guided 3D scene editing provides an intuitive interface for modifying reconstructed environments, but remains difficult because natural language d...
By Xiujin Liu, Tianyu Yang, Yilun Zhao, Xiangliang Zhang
arXiv:2606. 01057v1 Announce Type: cross Abstract: Procedural 3D modeling through code is emerging as a versatile paradigm, offering deterministic, engine-ready, and precisely editable assets that neural 3D generators inherently lack.
By Yipeng Gao, Lei Shu, Genzhi Ye, Xi Xiong, Ameesh Makadia, Meiqi Guo, Laurent Itti, Jindong Chen
arXiv:2603. 16085v2 Announce Type: replace-cross Abstract: Recent breakthroughs in 3D generation have enabled the synthesis of high-fidelity individual assets.
By Hui Shan, Keyang Luo, Ming Li, Sizhe Zheng, Yanwei Fu, Zhen Chen, Xiangru Huang
arXiv:2608.24169v1 Announce Type: new
Abstract: 3D geometry editing is a critical yet labor-intensive part of the graphics pipeline, requiring artists to translate creative intent into precise operat...
By Bo Pang, Jiaqi Pan, Xiaocheng Zhang, Jiacheng Xu, Guoping Wang, Peng-Shuai Wang
The paper introduces Chat-Edit-3D++ (CE3D++), an interactive 3D and 4D scene editing system that uses a Hash-Atlas network to separate 2D editing from 3D reconstruction. CE3D++ employs a large language model to accept arbitrary textual input, interpret user intent, and autonomously invoke appropriate visual models, enabling multi‑round dialogue and diverse editing effects. The approach is extended to monocular 4D scenes by adding motion constraints and a trajectory dataset, allowing a smaller LLM to schedule up to 30 visual tools accurately.
By Shuangkang Fang, Yufeng Wang, Yi-Hsuan Tsai, Wenrui Ding, Yi Yang, Shuchang Zhou, Ming-Hsuan Yang
arXiv:2608.20448v1 Announce Type: cross
Abstract: Digital 3D objects used in games and animation are often required to be compositional; that is, decomposed into semantically meaningful parts. Recent...
By Ava Pun, Kangle Deng, Yiheng Zhu, Jun-Yan Zhu, Maneesh Agrawala, Tinghui Zhou
arXiv:2608. 15710v1 Announce Type: cross Abstract: We address a fundamental gap in 3D-LLMs: existing models focus on single-object/scene description, struggling with detailed, inter-object comparison.
By Kohsuke Ide, Ryousuke Yamada, Yue Qiu, Xianzheng Ma, Yoshihiro Fukuhara, Hirokatsu Kataoka, Yutaka Satoh
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:2511.14086v2 Announce Type: replace-cross
Abstract: Despite recent progress in 3D-LLMs, they remain limited in accurately grounding language to visual and spatial elements in 3D environments. T...
By Yue Zhang, Zun Wang, Han Lin, Jialu Li, Jianing Yang, Yonatan Bitton, Idan Szpektor, Mohit Bansal
While traditional graphics methods often synthesize 3D indoor scenes autoregressively or hierarchically, recent vision-language model (VLM)-based generators predominantly adopt a one-shot paradigm where the full layout is planned at once. This one-shot approach often requires global re-optimization or complete reconstruction during interactive editing (e.
Instruction-driven editing of 3D human motion requires precise spatiotemporal localization, rich semantic grounding, and strict preservation of unmodified content. Existing methods either resort to training-free adaptation of generative models or rely solely on triplet supervision; however, adaptation often yields suboptimal control, and manually curated triplet datasets remain severely limited in scale and semantic diversity.