SplatPainter: Interactive Authoring of 3D Gaussians from 2D Edits via Test-Time Training

📅 2025-12-04
📈 Citations: 0
Influential: 0
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🤖 AI Summary
Addressing the challenge of interactive editing for 3D Gaussian splatting assets—where existing diffusion- or optimization-based methods suffer from slow inference, degradation of original geometry/appearance consistency, and limited local controllability—this paper proposes a state-aware feedforward-finetuning co-design framework. Taking user-provided 2D views as input, it jointly optimizes compact Gaussian feature representations via test-time training to enable non-destructive local detail enhancement, mask-guided overpainting, and globally consistent recoloring. Without retraining or predefined editing templates, the method initiates lightweight iterative updates from a single feedforward prediction, achieving high-fidelity, multi-task-unified 3D Gaussian attribute editing at interactive frame rates. Crucially, it preserves the original asset’s identity and structural integrity throughout editing. (149 words)

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📝 Abstract
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 ourmethod, 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.
Problem

Research questions and friction points this paper is trying to address.

Enabling interactive editing of 3D Gaussian Splatting assets from 2D views
Overcoming slow, destructive, or imprecise existing 3D editing methods
Achieving local refinement, painting, and global recoloring at interactive speeds
Innovation

Methods, ideas, or system contributions that make the work stand out.

Test-Time Training for interactive 3D Gaussian editing
State-aware feedforward model predicts Gaussian attribute updates
Single architecture enables diverse tasks at interactive speeds
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