3D Scene Editing
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5 papers in the last four weeks, up 67% on the four weeks before. 0.0% of all new papers.
Latest papers 61
Text-driven 3D Gaussian editing commonly does not distinguish the editing reliability of rendered views, although different viewpoints provide supervision of substantially different quality. Views that clearly show the scene and match the edit instruction provide reliable guidance, while less informative views may weaken the edit when all views are treated equally. We present View Matters, a view-importance-aware framework that conducts editing around reliable keyframes. Keyframe Importance Estimation (KIE) identifies reliable views using geometric visibility, semantic distinctiveness, and edit relevance. Keyframe-Guided Editing (KGE) then propagates their editing signals asymmetrically to non-keyframes without noisy reverse influence, while Importance-Aware Optimization (IAO) preserves this reliability preference during 3DGS optimization. Across 23 scene-prompt pairs, View Matters achieves the highest average CLIP text-image similarity of 0.2822 and directional similarity of 0.2564 among the evaluated methods, with a four-minute editing time. Additional adjacent-view analysis indicates that the fidelity-oriented editing process maintains cross-view coherence.
ElasticFit: Fit-Aware 3D Object Insertion via VLM Reasoning and Generative Adaptation
Inserting objects into existing 3D scenes requires more than selecting a plausible location: the inserted object must also fit local geometry while preserving semantic intent and physical plausibility. Although recent Vision-Language Models (VLMs) and generative models enable semantic reasoning and visual content creation, they offer limited 3D grounding and geometric control when an inserted object must fit into constrained local spaces. We introduce ElasticFit, a VLM-guided framework for fit-aware object insertion centered on a novel scene-grounded representation. Given a language instruction and rendered scene observations, ElasticFit infers structured fitting cues that specify where the object should be grounded, what volume it should occupy, how it should be oriented, and its adaptation mode (rigid placement, uniform scaling, or elastic fitting). These cues convert high-level VLM reasoning into explicit 3D constraints that condition object generation and guide downstream geometric fitting. ElasticFit then generates a scene-conditioned object prior, reconstructs it in 3D, and refines the mesh through mode-specific fitting while enforcing collision avoidance, contact consistency, and physical grounding. In fixed-asset baseline comparisons, ElasticFit improves spatial relation success from 50.8% to 69.7% and support success from 48.3% to 91.7% over the strongest baseline, while providing novel support for generative "make-it-fit" insertions in complex scenarios.
SCION: Scene Composition with Instanced Neural Primitives
Real-world scenes are compositional: bricks, blades of grass, pebbles, and tree leaves recur across human-built and natural environments. Existing neural scene representations model these elements independently. Most 3D Gaussian Splatting and follow-up abstraction and compression methods treat each element as unique, fitting millions of independent Gaussians per scene. Prior methods like Splat and Replace fit template objects, but they require mostly manual selection of repeated elements. As a result, these representations store redundant parameters and provide weak manipulation handles for downstream tasks. We introduce SCION, a hierarchical compositional scene representation that replaces independent Gaussians with a compact vocabulary of reusable primitives and lightweight world-space instances that place transformed copies throughout the scene. We fit this representation to multi-view captures via a joint optimization over discrete and continuous scene parameters, combining two-level densification over splats and instances with an adversarial loss that preserves detail across shared primitives. The recovered structure yields a compact, controllable representation while maintaining high quality even at 1.2 MB. SCION achieves rate-distortion favorable to existing Gaussian compression methods, and it enables instance-level scene editing and animation without retraining. Our results show that neural scene representations need not memorize scenes as independent primitives; they can discover reusable parts. Project webpage: https://light.princeton.edu/SCION
WINGS: Reference-Free Gaussian Splatting Inpainting with 3D-Native Generative Priors
Inpainting 3D Gaussian Splatting scenes, a key challenge in 3D editing, requires generating plausible content within a masked region of 3D space. Prior approaches rely on 2D diffusion models to produce one or several inpainted reference views, making them susceptible to challenges associated with multi-view inconsistency and lengthy optimization times. Departing from these approaches, we introduce a reference-free Gaussian splatting inpainting method operating natively in 3D. Our method leverages the embedding space of a large, pre-trained 3D prior, combined with a structure completion network to feed a generative prior which reconstructs the missing region's geometry and appearance. Performing content generation entirely in 3D, it avoids the need to reconcile inconsistencies of multiple inpainted reference images, and is faster than related 2D-based methods. We demonstrate the effectiveness of our method qualitatively and quantitatively, through extensive experiments and a user study. To the best of our knowledge, this work is the first Gaussian splatting inpainting method to operate in the learned representation space of a 3D-native generative prior without relying on inpainted reference views.
Code4Scene: Benchmarking Coding Agents for Constructing and Editing 3D Scenes
Frontier coding agents can now write and execute code that authors 3D environments, but whether they reliably understand 3D structure and precisely control scene state remains unclear. The generated 3D scene is a persistent, executable artifact: a convincing render can hide incorrect spatial relations, intersecting objects, or unintended modifications. We introduce Code4Scene, a benchmark of 190 Unreal Engine cases built from human-assembled scenes that evaluates coding agents on two complementary settings under a shared execution interface. Construction tests scene-level spatial reasoning from open-ended language specifications, where many realizations are valid; editing tests precise control of scene state, where the agent must recover the target scene from reference images while preserving everything else. Rather than scoring code or rendered views, Code4Scene evaluates the generated engine-native scene for task fulfillment, artifact integrity, and static physical validity, with edits additionally compared against withheld ground truth. Across 14 coding-agent configurations on the 95-case public set, construction and editing performance are strongly correlated but not interchangeable (Spearman ): Claude Fable 5.1 leads construction, Gemini 3.8 Flash leads editing, and GPT-6 Astra narrowly leads overall. Spatial Composition is the weakest construction category for every agent, while editing remains imprecise: the best Repair F1 is only 0.527, and 35.8% of edits that fully recover the target still introduce unintended changes elsewhere in the scene. These results expose a gap between plausible 3D generation and reliable spatial reasoning and state control.
φ-RIE: From Photorealistic Reconstruction to Interactive Environments
3D Gaussian Splatting (3DGS) can reconstruct a captured scene photorealistically, but the resulting representation does not by itself support physical interaction. Robot simulation instead requires object-level change, \textit{i.e.}, objects must move independently, make contact, and reveal previously occluded surroundings. This gap arises because object appearance may remain entangled with the background, while hidden object geometry and occluded background content may be unobserved. To address this challenge, we present φ-RIE, a Gaussian-native pipeline that converts selected objects into movable simulator assets while preserving the remaining reconstruction. Our key observation is that asset construction and source removal should be coupled, \textit{i.e.}, one object identity should define the movable asset and the scene content to remove and complete. Accordingly, Scene Observation supplies shared evidence to Coupled Scene Construction, which creates registered assets and completed background Gaussians for simulator-driven rendering in an Interactive Environment. This coupling preserves unedited Gaussians while aligning visual and physical state. On 50 ScanNet++ scenes, evidence-based selection and registration retry increase matched F1 at 20,mm from 0.336 to 0.383 at fixed retention. Further tests demonstrate asset executability, manipulation gains over a single-generator baseline, and the visual cost of conversion. Together, these results demonstrate that \name\ enables interactive scene conversion.
What Makes a 3D Scene Editable? A Factorized Benchmark of Fidelity, Locality, Consistency, and Preservation
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 representation-agnostic benchmark that treats editing as controlled information replacement. It evaluates four complementary properties: instruction fidelity, spatial locality, cross-view consistency, and preservation of non-target content. The protocol combines visibility-aware 3D target supports, paired descriptions, held-out cameras, and five edit families covering appearance, material, geometry, and object-level changes. We evaluate eight representative NeRF, 3D Gaussian Splatting, hybrid, and proxy-based editors on 240 scene-edit pairs. The study shows that semantic fidelity is only weakly associated with the other editing properties, and that no single method is optimal across all dimensions. Explicit Gaussian editors offer a strong overall balance, whereas direct proxy manipulation provides the most conservative edits at the cost of open-ended fidelity. These findings support reporting editability as a multi-objective profile rather than a single semantic score.
PointGT: Simultaneous Geometry and Texture Editing for Point-Based Representations
We present PointGT, a point-based 3D representation that enables simultaneous editing of object geometry and appearance. Existing reconstruction and view synthesis techniques produce volumetric 3D representations that are high-quality and photorealistic, but are difficult to edit. In particular, recent efforts to enable texture editing for 3D Gaussian Splatting representations are not compatible with geometry edits and deformations. Our method combines a point-based representation that is well-suited for geometry deformations with a learned UV mapping technique that enables high-resolution texture editing. We show that PointGT enables fine-grained editing of both geometry and texture in point-based neural representations with high rendering quality.
ScenePilot: Grow-and-Repair Policy for Text-Driven 3D Indoor Scene Generation
Text-driven 3D indoor scene generation has advanced from dataset-bound layout modeling to open-vocabulary synthesis with large language and vision-language models. Yet existing methods remain limited: one-pass generators often yield geometrically invalid layouts, heavy post-hoc optimization is costly and unstable, and prompt-only planners lack reusable layout priors for functional grouping and object relations. We propose \textbf{ScenePilot}, a retrieval-augmented \textbf{Grow-and-Repair} framework that formulates scene generation as prior-guided incremental growth with learned rectification. Given a prompt, the Hierarchical Retrieval-Augmented Planning (HRAP) module retrieves room-, group-, and anchor-level layout priors to support functional group planning. A text-driven base generator then inserts object groups sequentially, while the Reinforcement Multimodal Repair (RMR) module performs lightweight local correction after each insertion and a final global repair after completion. To train this policy, we construct \textbf{SceneReverse-17k}, a repair-trajectory dataset built by perturbing high-quality 3D scenes in position, rotation, and scale, then using inverse operations as executable rectification targets. The policy predicts structured \emph{move--rotate--scale} actions from rendered views, scene state, retrieved priors, and edit history. By combining HRAP with RMR, ScenePilot offers an efficient alternative to one-shot generation and heavy full-scene optimization, improving physical plausibility, functional coherence, and controllability while preserving diversity.
StateFlow: Building, Evolving, and Accessing 3D World States for Previsualization
Previsualization is an intermediate layer between ideas and production in film, games, architecture, and urban design. It lets creators iteratively refine scenes, actions, cameras, and spatial-temporal dynamics. Yet existing generative methods rely on simple prompts to jointly control all of these factors through one-shot image or video synthesis, offering weak controllability and limited support for iterative editing. Fundamentally, a world comprises multiple elements with geometry, appearance, and other attributes, together with cameras. Different frames are produced through local modifications or recombinations of this shared state, which is otherwise largely reused. Therefore, we argue that the missing component is an explicit and persistent working state. To address this, we present StateFlow, a state-centric framework for generative previsualization. Rather than generating videos in one shot, StateFlow uses an editable 3D world to organize scene structure, evolution, and cameras, while off-the-shelf video models enhance visual quality when higher fidelity is desired. This world is maintained as a persistent structured 3D state of scene elements and camera configurations, serving as the core working representation for previsualization. Built on this insight, StateFlow has three stages to construct, evolve, and access the world state. State construction lifts generated 2D content into a coherent 3D world through prior-guided, conflict-aware dual-view initialization, while State evolution translates user intent into structured state transitions while preserving world memory, avoiding full-scene regeneration for each edit. State access uses render-feedback reflection to refine camera plans into visually feasible trajectories, avoiding reliance on VLM semantics alone. Experiments show that StateFlow produces high-quality 3D worlds for video creation and game-like prototyping.
Roomer: Reflective Object-Grounded Model Editing and Repair for 3D Indoor Layout Synthesis
Existing indoor layout generators produce globally plausible layouts yet may retain local violations such as collisions, out-of-bounds placements, obstructed openings, and blocked circulation. Most prior work focuses on full-scene synthesis or scene-level optimization, with limited support for identifying responsible objects and locally repairing affected regions. We present Roomer, a reflective repair framework that casts these violations as sparse, object-grounded repair problems. Roomer encodes layouts as
RoState'' and uses RoReview'' to bind measured violations to implicated objects. A geometry-conditioned vision-language model planner proposes a structured local edit, while a deterministic solver validates it and generates a finite set of candidate edits when needed. Each candidate is committed only if full-scene verification confirms that it resolves the target violation without new hard violations or broken protected constraints. We train the planner on Roomer-CC, a controlled-corruption dataset that pairs faulty layouts with object-grounded violation evidence and known-feasible inverse StatePatches. Since existing benchmarks rarely assess whether physically valid layouts are usable, we introduce Roomer-Eval to assess distributional quality, physical validity, and practical usability. Experiments show that Roomer repairs residual violations while preserving valid regions, improves physical validity and usability, and transfers across external generators.GaussianSelector: Lightweight Human-Guided Object Selection in 3D Gaussian Splatting with Graph Optimization
Selecting a complete 3D object from a reconstructed scene with minimal user effort is essential for practical scene editing and embodied interaction. Existing 3DGS-based methods either retrain the Gaussian representation to embed per-object labels, or build dense multi-view SAM observations, both requiring heavy computation and dense viewpoint coverage that is rarely available in practice. We present GaussianSelector, a training-free framework for interactive 3D object selection from sparse views and sparse scribble guidance. Operating directly on native Gaussian primitives, we coarsen dense Gaussians into geometrically coherent superpoints and construct a continuity-weighted graph using appearance and spatial cues. Sparse user scribbles are lifted into 3D via visibility-aware transmittance coverage, and selection is solved as a global graph-cut energy minimization that propagates sparse evidence to a complete 3D object. This design naturally supports multi-round refinement, where users iteratively correct the selection from additional viewpoints to progressively improve the result. Experiments demonstrate that GaussianSelector achieves competitive selection quality against state-of-the-art multi-view SAM-based methods, while requiring significantly fewer interaction views and substantially lower computational overhead. These properties make it well suited for human-in-the-loop 3D scene editing and 3D asset extraction in real-world deployment scenarios.
FocusGS: Spatial Delta Layers for Local Repair and Deterministic Editing of Trained 3D Gaussian Assets
3D Gaussian Splatting (3DGS) is evolving from one-time reconstruction into deliverable, inspectable, and maintainable visual assets. Existing workflows focus on global reconstruction, training-time density control, or open-ended generative editing, leaving trained assets without precise local maintenance. We propose FocusGS, which unifies local repair and deterministic editing as composite spatial deltas. Repair is the purely additive special case: its base-manipulation term is empty, and it adds only local Gaussian bases; deterministic editing uses erase-insert factorization (EIF) to combine old-carrier erasure with new-content insertion. FocusGS addresses spatial gradient starvation: local repair raises target-region PSNR by 7.91 dB over 93 evaluation views. Across all 83 deterministic editing trials, the target ROI improves, with a trial-averaged mean edited ROI PSNR of 21.97 dB and a mean gain of +11.05 dB; across five public editing cases, FocusGS-EIF reaches 33.17 dB Target-mask PSNR and 0.994 Target-delta Correlation, while both text-driven baselines fail to complete the prescribed updates. FocusGS provides a lightweight, verifiable 3DGS maintenance operator.
NEO: NeRF It Once, Edit It Many Times for Continuous Object Manipulation
In this paper, we present NEO, a unified framework providing language-guided NeRF editing for robotic manipulation. Our paper introduces (i) a language-guided object removal that combines neural field resampling with multiview-consistent progressive inpainting, (ii) a direct NeRF weight editing method utilizing knowledge distillation, composing original and edited NeRFs via a teacher-student model, enabling coherent modeling of future scene states before a robot executes an action, and (iii) the first benchmark (NEO-Dataset) for quantitatively evaluating NeRF scene editing methods suitable for robot manipulation. We show that our approach outperforms state-of-the-art baselines in scene editing tasks, including object removal and pick-and-place robotic experiments, yielding visually coherent and geometrically consistent edits that reduce artifacts commonly introduced by prior methods.
3D-GIMP: When 3D Gaussian Inpainting Meets PatchMatch
Recent advances in 3D scene editing have leveraged iterative diffusion models to update input views. However, this process is computationally expensive and struggles to produce sharp details. Meanwhile, ``hallucination drift'' frequently introduces multi-view inconsistencies, leading to structural artifacts when rendering novel viewpoints. To address this problem, we present 3D-GIMP (3D Gaussian Inpainting Meets Patch Matching), a novel hybrid paradigm designed for high-fidelity object removal in 3D Gaussian Splatting. Instead of diffusing every view, 3D-GIMP performs a single generative inpainting on a key reference view, which serves as an appearance prior. We then introduce a 3D-aware PatchMatch algorithm to propagate these reference textures across all remaining views via correspondence matching, effectively bypassing the stochastic nature of frame-by-frame diffusion. By prioritizing reconstructive consistency over iterative generation, 3D-GIMP maintains high-frequency details across arbitrary resolutions while ensuring a mathematically consistent 3D reconstruction. Our experiments demonstrate that 3D-GIMP not only achieves competitive inpainting quality as previous methods using diffusion in multiple views, but also outperforms these methods in rendering speed and view consistency.
Look Before You Edit: Attention-Guided Camera Placement and Multi-View Alignment for 3D Gaussian Splatting Editing
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.
TOM-GS: Editable Video Representation via Temporal Opacity Modulation of Static 3D Gaussians
While Implicit Neural Representations (INRs) and dynamic 3D Gaussian Splatting (3DGS) achieve impressive results in video processing, they often fall short of producing representations that are easily editable. Recent methods address this by introducing complex spatial deformations or folded distributions, which constrain optimization and reduce flexibility for downstream editing. In this paper, we introduce TOM-GS, an editable video representation that forgoes complex deformations in favor of regular 3D Gaussians equipped with a continuous temporal opacity formulation. By assigning a learnable temporal mean and scale to the opacity of each Gaussian, our model enables static 3D spatial components to fade smoothly in and out of the scene. Grounded by robust, off-the-shelf pose estimation, our approach maintains a static spatial geometry that naturally supports a wide range of manual and physics-based edits. TOM-GS outperforms prior editable video representations in visual fidelity, while its reliance on standard 3D Gaussians ensures seamless compatibility with established 3D editing tools.
T3HG-Editor: Text-driven 3D Human Garment Editing with Body Priors Embedded in SMPL-X
While 3D Gaussian Editing (3DGE) has seen substantial progress, text-driven 3D human garment editing remains largely underexplored. Existing 3DGE works typically follow a paradigm that applies 2D editing techniques to multi-view rendered images and updates 3D Gaussians based on the modified images. Extending such methods to 3D human garment editing suffers from low-fidelity outcomes, caused by introduced distortions and garment inconsistencies. A promising breakthrough opportunity arises from the SMPL eXpressive (SMPL-X) model that embodies rich prior information for virtual humans. Motivated by this insight, we propose a text-driven 3D human garment editor termed T3HG-Editor, which delivers high-fidelity and garment consistent results by leveraging geometry and joint priors embedded in SMPL-X. Specifically, T3HG-Editor contains three stages, namely obtainment of editable Gaussians, garment consistent editing, and Gaussian updating with overflow pruning. The obtainment of editable Gaussians begins with seeding Gaussians along SMPL-X normals to generate sufficient near surface Gaussians, followed by a 2D mask constraint that precisely localizes the target Gaussians to be edited. The garment consistent editing aggregates tokens corresponding to the same SMPL-X vertex across multiple views and propagates them to their original views, enforcing garment consistency without requiring additional training. Gaussian updating with overflow pruning employs a Signed Distance Function (SDF) defined on SMPL-X to construct a human distance field, which is then integrated with a 2D semantic mask to prune overflowing Gaussians, thus preventing contamination of non-target regions. Experiments on multiple subjects and diverse garment types demonstrate that T3HG-Editor outperforms state-of-the-art methods in both editing quality and garment consistency.
ThinkBLOX: 3D Indoor Scene Generation with Progressive Reasoning
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.g., inserting or moving objects) and can lead to physically or semantically poorly organized arrangements. To address these challenges, we propose ThinkBLOX, a VLM-based progressive reasoning framework that iteratively designs and refines 3D scenes. ThinkBLOX treats layout generation as a state-conditioned, step-by-step reasoningand-action process. To power this, we construct the ThinkBLOX-Data-200K dataset, containing 224,757 procedural placement pairs annotated with multi-view scene context, explicit Chain-of-Thought (CoT) rationales, and structured JSON layouts. Through supervised fine-tuning (SFT) on this dataset, the VLM learns to bridge the reasoning-action gap under incremental updates. Furthermore, recognizing that scene synthesis is inherently a multisolution task where SFT suffers from reward conflict, we introduce Tier-Decoupled GDPO. This reinforcement learning scheme organizes heterogeneous rewards into distinct tiers, stabilizing policy optimization across physical validity, semantic plausibility, and reasoning-action consistency. Extensive experiments show that ThinkBLOX significantly outperforms recent one-shot and iterative baselines in physical plausibility, semantic alignment, and interactive editability. Additionally, we show that it supports diverse applications, including both global and local generation and rearrangement of 3D scenes.
Programming-by-Example for Batch-Editing Collision Meshes in 3D Software
As 3D software proliferates, software artifacts now extend beyond code and 2D user interfaces to include 3D assets. Among these assets, collision meshes are critical as they define the geometry used by physics engines for collision detection and physical interaction. Although existing tools can automatically generate collision meshes from visual meshes, they often fail to capture the intended interaction behavior. As a result, developers need to manually edit many heterogeneous collision meshes, a process that is time-consuming and challenging to scale. To address this problem, we present a neuro-symbolic program synthesis approach for batch-editing collision meshes. We formulate the task as a programming-by-example problem: given a family of collision meshes with the same editing intent and a small number of user demonstrations, our approach synthesizes a reusable program that captures the editing intent and applies it to non-demonstration meshes. We implement this in a tool named MeshForge, and evaluate it across 24 tasks on 600 collision meshes. MeshForge successfully synthesizes 23/24 tasks, requiring 2.2 demonstrations and 3.5 seconds of synthesis time on average.
EditVerse3D: High-Quality 3D Object Editing with Region-Aware Learning
Local editing of 3D objects remains a long-standing challenge. When interacting with 3D content, humans naturally tend to specify a coarse region of interest for modification rather than defining precise editing boundaries. However, previous methods rely on fully edited 2D images, precise 3D masks, or redundant pipelines, which present a gap. To bridge this gap, we propose EditVerse3D, a novel 3D editing framework that enables high-quality object editing under such coarse guidance. Our approach takes as input a 3D object to be edited, a coarse 3D bounding box indicating the target region, and a reference 2D image describing the desired modification. It produces a coherent, high-fidelity edited 3D object. To facilitate this editing, we introduce a novel region-aware adaptive loss that emphasizes hard-to-learn regions and balances the objective between target and preserved areas. Complementing our loss function, we enhance model robustness and generalization through targeted data augmentations, such as training with scaled 3D masks and filtering out unrealistic editing pairs. We construct a large-scale 3D editing dataset derived from parts information. Extensive experiments demonstrate that EditVerse3D achieves superior visual quality and quantitative performance compared to existing 3D editing approaches. Please visit our project page at https://editverse3d.github.io.
OmniSCS: Omni Safety-Critical Scenario Synthesis for Autonomous Driving via a Fully Editable Driving World
The synthesis of safety-critical scenarios (SCS) and their evaluation through closed-loop simulations are crucial for developing robust autonomous driving systems. A key aspect of this process involves editing agent states in both appearance and trajectory levels within existing scenes. However, current methods struggle to preserve data fidelity after scene editing and fail to efficiently generate high-quality SCS through such modifications. To overcome these limitations, we propose OmniSCS, an innovative system that generates photorealistic SCS with high physical fidelity while enabling closed-loop testing in synthetic environments. OmniSCS comprises two key modules: 1) A Fully Editable Driving World Construction module that maintains high-fidelity agent appearance and background during scene editing via dual-strategy agent reconstruction and depth-refinement background reconstruction methods. 2) A SCS Synthesis module that facilitates object insertion and agent trajectory editing to synthesize diverse SCS while preserving data fidelity. Experiments on nuScenes, Waymo, and KITTI datasets show that OmniSCS outperforms state-of-the-art methods in edited scene fidelity. We further validate its ability to enhance autonomous driving algorithms and support real-time (13Hz) closed-loop testing. Overall, OmniSCS provides a safer, more effective, and cost-efficient solution for SCS optimization and testing in autonomous driving.
Semantic-Guided Progressive Object Removal with Gaussian Splatting
Removing unwanted objects from reconstructed 3D scenes is an important task in computer vision, supporting applications in AR/VR, robotics, and digital content creation. Existing methods typically complete the entire masked region in a single step and without effectively utilizing semantic information from other views, leading to difficulties in handling complex geometric details and textures. In this work, we propose a novel framework that integrates Semantic-guided Block Matching (SBM) and Region-Wise Progressive Refinement (RPR) for high-quality 3D object removal. First, we leverage DINOv2 to encode semantic guidance from multi-view observations, and the best match tokens are decoded to complete missing regions in the target view while maintaining cross-view consistency. Second, we introduce a RPR strategy that segments the target mask into multiple subregions and selectively refines those with poor visual quality. Our method is built upon Gaussian Splatting, ensuring high-fidelity scene reconstruction with efficient computation. Experimental results demonstrate that our approach outperforms existing Gaussian-based methods in terms of perceptual quality and coherence in 3D object removal.
Intrinsic decomposition and editing of 3D Gaussian splats
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.
CubifyGS: Object-Centric 3D Gaussian Splatting for Lifelong Dynamic Scene Maintenance
Lifelong scene mapping under rigid object rearrangement remains a fundamental challenge in robotics. While 3D Gaussian Splatting (3DGS) enables high-fidelity modeling, primitive-level updates often cause persistent ghosting and slow recovery. We propose CubifyGS, an object-level mapping framework that shifts dynamic maintenance from passive re-optimization to active asset management. CubifyGS models movable instances as reusable Gaussian assets, detects object appearance and disappearance, and updates maps through asset retrieval, rigid transformation, and explicit pruning rather than reconstruction from scratch. To address geometric voids and local photometric mismatch after such edits, we further propose an event-triggered adaptive optimization strategy that focuses computation on affected regions. We validate our approach on a newly constructed high-fidelity dynamic benchmark, demonstrating that CubifyGS improves artifact suppression and maintenance efficiency over representative reproducible baselines in the evaluated object-rearrangement setting.
CoIn: Comprehensive 2D-3D Inpainting with Gaussian Splatting Guidance
3D scene inpainting is essential for reconstructing areas corrupted by occlusions or limited viewpoints. While recent methods leverage Gaussian Splatting (GS) for efficient 3D editing, they often depend on precise multi-view segmentation masks and are inherently constrained to object removal tasks. We propose CoIn, a novel framework that bridges 2D inpainting models and 3DGS through a multi-stage consistency pipeline. Our approach first generates initial inpainted images using a diffusion model, enabling the use of arbitrary-shaped masks and diverse tasks like object insertion. We then introduce Reference Adaptive GS with Feature Attention to reconstruct a coarse 3D scene by adaptively weighing towards a reference view (2D -> 3D). This 3D representation provides geometric guidance to the diffusion process via GS-based Reference Feature Warping, ensuring multi-view consistency (3D -> 2D). Finally, a Texture-Enhancing Discriminator refines the 3D scene to achieve high photometric realism (2D -> 3D). Experiments show that CoIn, effectively leveraging bidirectional information flow, achieves state-of-the-art performance and effectively handles both object removal and object insertion with flexible mask input.
From Sparse and Imperfect 2D Anchors to Consistent 3D Gaussian Street Scenes: Support-Aware Appearance
Image priors can synthesize target conditions for 3D Gaussian street scenes, but independently edited views do not define a coherent 3D target. Direct fitting can propagate view-specific noise, while existing pipelines do not jointly handle imperfect sparse anchors and standard-rasterizer deployment. To address this gap, teacher-relative appearance residual distillation is introduced for appearance baking. A structured space for frequency decomposition, confidence estimation, and primitive-level lifting is formed by residuals between teacher anchors and original renders. The direct optimization signal is supplied by renderer-space matching, while primitive assignment is regularized by support-aware Gaussian-space aggregation. Supported detail is admitted and unsupported noise is suppressed through confidence-gated coarse-to-fine optimization, after which all residuals are baked into fixed-geometry spherical-harmonic coefficients. The teacher and auxiliary training modules are discarded at inference. Evaluation across Waymo street assets, Tanks and Temples scenes, and multiple target conditions shows a favorable overall balance of target alignment, content preservation, artifact suppression, and cross-view consistency over editing-based baselines. Ablations confirm the effectiveness of the main components. Code will be released at https://github.com/Cagares/Baking-for-3D-Gaussian.
MeGAS: Thermomechanical Dynamic Gaussian Splatting for Thermophysical Scene Editing
Recent advances integrate physically grounded Newtonian dynamics with neural rendering frameworks, narrowing the gap between photorealistic scene reconstruction and physics-based animation. However, existing approaches focus on mechanically driven dynamics while neglecting temperature, a fundamental yet invisible physical factor underlying phenomena such as melting, solidification, and other thermomechanical processes. In this paper, we propose MeGAS, a novel framework that incorporates thermomechanical phase-change dynamics into 3D Gaussian Splatting (3DGS). Specifically, we propose a new thermomechanical dynamic Gaussian Splatting representation that augments 3DGS with temperature attributes and employs a heat advection-diffusion solver with MPM dynamics incorporating phase transitions, enabling physically plausible and visually realistic synthesis of thermophysical phenomena. Furthermore, a new topology-adaptive Gaussian rendering strategy is proposed to mitigate cracking and floaters under extreme deformation. Extensive experiments demonstrate that MeGAS produces physically consistent thermomechanical behavior while maintaining high-fidelity photorealistic rendering, advancing toward physics-integrated world models.
Lighting-Consistent Object Transfer Across Radiance Fields
3D Gaussian Splatting (3DGS) is widely used to capture and render real scenes. Compositing objects from one capture into another has applications in many domains, such as VFX, architecture and interior design, or marketing. However, extracting an object from a source scene and naively pasting it into a target scene will fail to produce realistic results due to the different lighting conditions between the two scenes. To address this problem, we introduce a diffusion model that harmonizes naively composited images with inconsistent lighting. The model is trained with a heterogeneous dataset of image pairs (inconsistent composite input, consistent output), combining synthetic, generated, and real data. Our complete 3D solution allows a user to extract an object from the source scene and composite it into the target scene. From this, the (inconsistent) views of the target scene with the composite object are rendered. Our diffusion model harmonizes each one of these views, which are finally consolidated in a 3DGS representation with a post-optimization step. Our method provides visually compelling results, making object transfer between 3DGS easy to use and significantly improving quality compared to previous methods.
Thinking in Boxes: 3D Editing in Real Images Made Easy
Text and 2D-conditioning interfaces provide weak, ambiguous control over spatial transformations in image editing -- particularly under large object motions and camera changes. Prior work has used 3D primitives such as boxes, but only as loose conditioning signals indicating approximate object location rather than specifying the transformation. We instead use 3D boxes as structured specifications: the user provides the input and output boxes of the edit, casting editing as a well-posed geometry problem. This ``thinking in boxes'' interface, where each box face is color-coded to convey 3D orientation, gives precise control over translation, rotation, scaling, and viewpoint changes in real images while preserving scene and object identity, and recovering previously unseen object regions. To ground transformations in scene appearance, we introduce a depth-aligned planar floor as a global reference frame, shaded with depth-aware cues. Conditioned on this structure, an image generator produces consistent results under large transformations. Trained in two stages -- on synthetic multi-object scenes and a small set of real-world videos from Objectron -- the system generalizes to complex, in-the-wild real images. Our method operates directly on real photographs and substantially outperforms recent state-of-the-art methods on large 3D edits.