3DGS-Drag: Dragging Gaussians for Intuitive Point-Based 3D Editing
Jiahua Dong, Yu-Xiong Wang

TL;DR
3DGS-Drag introduces an efficient, intuitive point-based 3D editing framework that combines deformation guidance with diffusion techniques to enable diverse geometric and content edits in real 3D scenes.
Contribution
The paper presents a novel 3D editing method that integrates Gaussian Splatting and diffusion guidance for improved geometric and content editing capabilities.
Findings
Achieves state-of-the-art performance in geometry editing.
Enables diverse edits like motion, shape, inpainting, and extension.
Operates efficiently within 10-20 minutes on a single GPU.
Abstract
The transformative potential of 3D content creation has been progressively unlocked through advancements in generative models. Recently, intuitive drag editing with geometric changes has attracted significant attention in 2D editing yet remains challenging for 3D scenes. In this paper, we introduce 3DGS-Drag -- a point-based 3D editing framework that provides efficient, intuitive drag manipulation of real 3D scenes. Our approach bridges the gap between deformation-based and 2D-editing-based 3D editing methods, addressing their limitations to geometry-related content editing. We leverage two key innovations: deformation guidance utilizing 3D Gaussian Splatting for consistent geometric modifications and diffusion guidance for content correction and visual quality enhancement. A progressive editing strategy further supports aggressive 3D drag edits. Our method enables a wide range of…
Peer Reviews
Decision·ICLR 2025 Poster
This paper proposes a drag-based 3D Gaussian editing method, while previous methods focus on text-guided editing. It uses a fine-tuned diffusion model to provide view-consistent correction to the edited scene and unsure rendering quality through iterative dataset updates. It also introduces multi-step drag editing to allow long-distance editing operations.
The examples shown in the paper have small movements. Will the method fail if we move a large object to a large range of movement? I suggest the author to provide some failure cases, which will better illustrate the upper bound of the method and make the work more solid.
1. The paper presents an innovative drag-based approach for editing 3DGS. 2. The experiments are thorough and provide convincing evidence of the method’s effectiveness. 3. The paper is well-structured.
1. In the case where the wall is widened (bottom right in Fig. 1), there is a noticeable color discrepancy between the original and the widened sections. Additionally, leaves near the edited boundary on the wall appear blurry. 2. In the baseline comparison, authors claim that "there’s no exact previous work on intuitive 3D drag operation". However, this is inaccurate. ARSP [1] implements drag-based 3D editing using mesh-based deformation techniques. Interactive3D [2] offers a set of deformable
The method deals with editing of GS-represented scenes. From the demo examples, the results of the method seem reasonable. The combination of GS-editing and diffusion-based image correction may be a practical solution. The method seems to work better than Instruct-NeRF2NeRF.
Explanation of the diffusion guidance step in section 3.4 was not clear to me. The difference from [Haque et al. 2023] is written as equation (5). Since all the information is in equation (5) and Figure 2, I'm not sure whether the proposed method is very similar to [Haque et al. 2023] or not (although there are of course differences between NeRF and GS).
Videos
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Taxonomy
Topics3D Shape Modeling and Analysis · Interactive and Immersive Displays · Advanced Materials and Mechanics
