cs.CVAug 28, 2026

AgenticCADedit: A Stateful, Tool-Mediated Agentic Approach to Multimodal 3D CAD Editing

Authors: Saptarshi Neil Sinha, Mika Silvan Goschke, Paul Julius Kühn, Arjan Kuijper, Michael Weinmann

Organizations: Fraunhofer IGD, Darmstadt, Germany · TU Darmstadt, Darmstadt, Germany · Delft University of Technology, Delft, Netherlands

Abstract

Computer-aided design is central to industrial manufacturing, and much of a designer's daily work consists of editing existing models from multimodal requests involving speech, sketches, and model interaction. Existing neural CAD approaches focus predominantly on unconditional or text-conditioned generation. The neuralCAD-Edit approach formalizes expert multimodal editing requests, but its iterative baseline refines a complete CAD program across attempts, executing each attempt from the original model in a stateless CAD environment. Every attempt must therefore reconstruct the entire edit from scratch, so partially correct progress is discarded rather than accumulated, and the model can neither inspect the geometry it has just produced nor selectively revert a single faulty operation. We present AgenticCADedit, which turns editing into a sequence of small, verifiable actions on a persistent CAD state instead of a single regenerated program. Rather than emitting one complete program, it applies incremental code steps that each commit to the session, inspects the resulting faces and edges, renders highlighted selections to verify that the intended region was addressed, and reverts individual operations when it was not. Subsequent actions therefore build on the geometry produced by earlier ones. Our approach improves on all metrics for all three evaluated LLMs (open-weight: qwen3.6-27b, gemma4-31b; proprietary: gpt-5.6-luna), with the largest gains for the weakest baseline model, qwen3.6-27b, whose validity rises from 51.0% to 94.8% and acceptance from 1.6% to 12.0%. A token-cost analysis with gpt-5.6-luna further shows 66.766.7% fewer output tokens than neuralCAD-Edit, while 94.894.8% of input tokens are served from the prompt cache.

Figures & tables

Explore similar work

Apr 17, 2026

neuralCAD-Edit: An Expert Benchmark for Multimodal-Instructed 3D CAD Model Editing

We introduce neuralCAD-Edit, the first benchmark for editing 3D CAD models collected from expert CAD engineers. Instead of text conditioning as in prior works, we collect realistic CAD editing requests by capturing videos of professional designers, interacting directly with CAD models in CAD software, while talking, pointing and drawing. We recruited ten consenting designers to contribute to this contained study. We benchmark leading foundation models against human CAD experts carrying out edits, and find a large performance gap in both automatic metrics and human evaluations. Even the best foundation model (GPT 5.2) scores 53% lower (absolute) than CAD experts in human acceptance trials, demonstrating the challenge of neuralCAD-Edit. We hope neuralCAD-Edit will provide a solid foundation against which 3D CAD editing approaches and foundation models can be developed. Code/data: https://autodeskailab.github.io/neuralCAD-Edit
Aug 1, 2026

CADIR: A Cross-Backend Editable Intermediate Representation for Agentic CAD Generation

Large language models have made it possible to generate executable computer-aided design (CAD) programs from natural-language descriptions or images. However, existing methods represent modeling processes as backend-specific sequential scripts with implicit dependencies or as static geometry, making it difficult to simultaneously preserve construction history, stable topological references, and feature-level editability across different CAD systems. We present CADIR, an agent-friendly executable intermediate representation for CAD generation and cross-backend editing. Built on the OCCT geometry kernel via OCP, CADIR provides explicit, compositional modeling operations and fine-grained execution diagnostics. During program execution, CADIR records modeling operations, parameter dependencies, constraints, and topology selections in a construction graph. To enable reliable cross-backend reconstruction, we introduce Geometric Signature Matching, which identifies corresponding edges and faces despite parameter changes and backend differences, allowing adapters to reconstruct native editable feature histories in FreeCAD, SolidWorks, and Fusion 360. Building on this representation, we further propose a construction-graph retrieval method for text and image queries that supports both full-graph and subgraph retrieval, enabling agents to leverage complete models and modeling substructures. Extensive experiments demonstrate that CADIR achieves higher geometric fidelity and execution reliability than existing CAD representations, that construction-graph retrieval further improves model generation quality, and that cross-backend editing enables reliable model reconstruction and post-reconstruction editing across multiple CAD environments.
Oct 1, 2026

EditHero: A Benchmark for Long-Horizon Part-Level 3D Editing and Vibe Modeling

3D editing methods are usually tested on a single edit, yet an asset is built through a long sequence of revisions, each of which must implement the requested change while leaving everything else unchanged. We introduce EditHero, to our knowledge the first benchmark for long-horizon, part-level 3D editing, with natural-language instructions and target images for both geometry and texture. A deterministic assembly engine produces the exact target after every edit, and every sequence is reviewed by hand. We use EditHero to compare 2 opposite approaches to 3D editing. Non-agentic methods operate top down, regenerating the object from a learned 3D representation and inferring what to keep. In contrast, LLM/VLM agents operate bottom up, editing through code that inspects the mesh and rewrites only the parts required by instructions. The non-agentic methods often miss the requested change and disturb regions that should stay fixed. Most LLMs follow instructions more closely, and all of them preserve the unedited parts better, but each of their edits takes minutes. We will release the engine and the edit sequences to support research on reliable iterative 3D editing.