Intrinsic decomposition and editing of 3D Gaussian splats
Authors: Alexandre Lanvin, Jeffrey Hu, Simon Lucas, Adrien Bousseau, George Drettakis
Organizations: Inria, Université Côte d’Azur, France · Cambridge University, United Kingdom
Abstract
Intrinsic decomposition which expresses image colors as the product of diffuse albedo and shading, possibly augmented with view-dependent residuals has a long history in image editing as it enables the modification of object colors and textures without altering lighting. We extend intrinsic decomposition to radiance fields represented with Gaussian splatting by proposing solutions to three key aspects of such decomposition. First, we describe how to model the intrinsic decomposition as independent sets of Gaussian primitives, which allows each set to adapt to the characteristics of the layer it represents. Second, we present an optimization procedure guided by data-driven predictions to disentangle multi-view photographs of a scene into the aforementioned intrinsic sets. Finally, we provide an editing workflow where users modify the texture of planar surfaces simply by modifying the albedo of that surface in one image. Capturing this edit within the intrinsic radiance field allows re-rendering of the edited scene with plausible lighting under arbitrary viewpoints.
Gaussian Splatting has recently become one of the most popular frameworks for photorealistic 3D scene reconstruction and rendering. While current rasterizers allow for efficient mappings of 3D Gaussian splats onto 2D camera views, this work focuses on mapping 2D image information (e.g. color, neural features or segmentation masks) efficiently back onto an existing scene of Gaussian splats. This 'opposite' direction enables applications ranging from scene relighting and stylization to 3D semantic segmentation, but also introduces challenges, such as view-dependent colorization and occlusion handling. Our approach tackles these challenges using the normal equation to solve a visibility-weighted least squares problem for every Gaussian and can be implemented efficiently with existing differentiable rasterizers. We demonstrate the effectiveness of our approach on scene relighting, feature enrichment and 3D semantic segmentation tasks, achieving up to an order of magnitude speedup compared to gradient descent-based baselines.
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. First, Attention-Guided Editing Camera Placement (ACP) probes the diffusion model's self- and cross-attention at multiple candidate camera distances to find where attention is well-contained in the region of interest, then places a compact, geometrically diverse editing camera set at that attention-optimal distance. Second, Multi-view Attention Alignment (MAA) steers the editor toward the same edit across views along two axes: it aligns appearance by sharing self-attention features via token-level correspondence, and aligns spatial location by lifting cross-attention maps onto the 3D Gaussians as a shared 3D attention field, suppressing both appearance and spatial drift. Experiments on multi-object and single-object scenes show that our method achieves the highest user preference in instruction fidelity, multi-view consistency, and editing locality, using as few as 5 editing views and reducing latency by up to 7x over existing methods.
The rise of 3D Gaussian Splatting has revolutionized photorealistic 3D asset creation, yet a critical gap remains for their interactive refinement and editing. Existing approaches based on diffusion or optimization are ill-suited for this task, as they are often prohibitively slow, destructive to the original asset's identity, or lack the precision for fine-grained control. To address this, we introduce SplatPainter, a state-aware feedforward model that enables continuous editing of 3D Gaussian assets from user-provided 2D view(s). Our method directly predicts updates to the attributes of a compact, feature-rich Gaussian representation and leverages Test-Time Training to create a state-aware, iterative workflow. The versatility of our approach allows a single architecture to perform diverse tasks, including high-fidelity local detail refinement, local paint-over, and consistent global recoloring, all at interactive speeds, paving the way for fluid and intuitive 3D content authoring.