ViSculpt: Visual-Centric Agentic Geometry Editing
Read the original on arXiv Computer Vision →The Flow has not summarised this story yet — read it at arXiv Computer Vision.
The Flow has not summarised this story yet — read it at arXiv Computer Vision.
Most recent 3D reconstruction and editing systems operate on implicit and explicit representations such as NeRF, point clouds, or meshes. While these representations enable high-fidelity rendering, they are fundamentally low-level and hard to control programmatically.
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.
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...
EditHero is presented as the first benchmark for long-horizon, part-level 3D editing, featuring natural-language instructions and target images for both geometry and texture. The benchmark uses a deterministic assembly engine that produces the exact target after each edit, and every sequence is manually reviewed. It compares non-agentic top‑down methods with LLM/VLM agent bottom‑up approaches, finding that the latter follow instructions more closely and preserve unedited parts better, though each edit takes minutes.
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.
Vision-language models (VLMs) have shown strong capabilities in generating visualization code from textual or visual specifications. However, real-world visualization authoring is inherently iterative: users frequently revise existing visualizations to repair flawed charts or adapt them to desired styles.