BlenderAlchemy: Editing 3D Graphics with Vision-Language Models
Ian Huang, Guandao Yang, Leonidas Guibas
TL;DR
BlenderAlchemy tackles the challenge of editing complex Blender scenes to satisfy user intent expressed in language or reference images by introducing a vision-grounded iterative refinement framework. It represents the Blender state as a base scene plus modular per-task programs and uses a visual edit generator and a visual state evaluator, augmented by a visual-imagination module that grounds prompts with image models. The approach supports procedural material editing, geometry manipulation, and lighting configuration, demonstrating improvements over BlenderGPT and favorable alignment with user prompts through both objective (CLIP) metrics and human judgments. The work highlights practical implications for accelerating 3D design workflows while noting costs, biases, and the need for future improvements in inference speed, domain-specific skill libraries, and end-to-end generation with minimal human in the loop.
Abstract
Graphics design is important for various applications, including movie production and game design. To create a high-quality scene, designers usually need to spend hours in software like Blender, in which they might need to interleave and repeat operations, such as connecting material nodes, hundreds of times. Moreover, slightly different design goals may require completely different sequences, making automation difficult. In this paper, we propose a system that leverages Vision-Language Models (VLMs), like GPT-4V, to intelligently search the design action space to arrive at an answer that can satisfy a user's intent. Specifically, we design a vision-based edit generator and state evaluator to work together to find the correct sequence of actions to achieve the goal. Inspired by the role of visual imagination in the human design process, we supplement the visual reasoning capabilities of VLMs with "imagined" reference images from image-generation models, providing visual grounding of abstract language descriptions. In this paper, we provide empirical evidence suggesting our system can produce simple but tedious Blender editing sequences for tasks such as editing procedural materials and geometry from text and/or reference images, as well as adjusting lighting configurations for product renderings in complex scenes.
