SplatPainter: Interactive Authoring of 3D Gaussians from 2D Edits via Test-Time Training
Yang Zheng, Hao Tan, Kai Zhang, Peng Wang, Leonidas Guibas, Gordon Wetzstein, Wang Yifan
TL;DR
SplatPainter targets the gap in interactive editing of 3D Gaussian Splatting assets by introducing a state-aware, feedforward framework that learns to edit Gaussian attributes directly from 2D edits. It combines a compact, feature-rich 3DGS representation derived from a Gaussian LRM with a local voxel Transformer and a Test-Time Training refinement module to adapt on the fly. The approach enables precise local refinements and consistent global recoloring/relighting at interactive speeds, outperforming diffusion- and optimization-based baselines in quality and efficiency. This work paves the way for end-to-end, real-time 3D content authoring that preserves original identity while supporting fine-grained edits.
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.
