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Main Authors: Vachha, Cyrus, Kang, Yixiao, Dive, Zach, Chidambaram, Ashwat, Gupta, Anik, Jun, Eunice, Hartmann, Bjoern
Format: Preprint
Published: 2025
Subjects:
Online Access:https://arxiv.org/abs/2512.20129
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author Vachha, Cyrus
Kang, Yixiao
Dive, Zach
Chidambaram, Ashwat
Gupta, Anik
Jun, Eunice
Hartmann, Bjoern
author_facet Vachha, Cyrus
Kang, Yixiao
Dive, Zach
Chidambaram, Ashwat
Gupta, Anik
Jun, Eunice
Hartmann, Bjoern
contents Authoring 3D scenes is a central task for spatial computing applications. Competing visions for lowering existing barriers are (1) focus on immersive, direct manipulation of 3D content or (2) leverage AI techniques that capture real scenes (3D Radiance Fields such as, NeRFs, 3D Gaussian Splatting) and modify them at a higher level of abstraction, at the cost of high latency. We unify the complementary strengths of these approaches and investigate how to integrate generative AI advances into real-time, immersive 3D Radiance Field editing. We introduce Dreamcrafter, a VR-based 3D scene editing system that: (1) provides a modular architecture to integrate generative AI algorithms; (2) combines different levels of control for creating objects, including natural language and direct manipulation; and (3) introduces proxy representations that support interaction during high-latency operations. We contribute empirical findings on control preferences and discuss how generative AI interfaces beyond text input enhance creativity in scene editing and world building.
format Preprint
id arxiv_https___arxiv_org_abs_2512_20129
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Dreamcrafter: Immersive Editing of 3D Radiance Fields Through Flexible, Generative Inputs and Outputs
Vachha, Cyrus
Kang, Yixiao
Dive, Zach
Chidambaram, Ashwat
Gupta, Anik
Jun, Eunice
Hartmann, Bjoern
Human-Computer Interaction
Computer Vision and Pattern Recognition
Authoring 3D scenes is a central task for spatial computing applications. Competing visions for lowering existing barriers are (1) focus on immersive, direct manipulation of 3D content or (2) leverage AI techniques that capture real scenes (3D Radiance Fields such as, NeRFs, 3D Gaussian Splatting) and modify them at a higher level of abstraction, at the cost of high latency. We unify the complementary strengths of these approaches and investigate how to integrate generative AI advances into real-time, immersive 3D Radiance Field editing. We introduce Dreamcrafter, a VR-based 3D scene editing system that: (1) provides a modular architecture to integrate generative AI algorithms; (2) combines different levels of control for creating objects, including natural language and direct manipulation; and (3) introduces proxy representations that support interaction during high-latency operations. We contribute empirical findings on control preferences and discuss how generative AI interfaces beyond text input enhance creativity in scene editing and world building.
title Dreamcrafter: Immersive Editing of 3D Radiance Fields Through Flexible, Generative Inputs and Outputs
topic Human-Computer Interaction
Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2512.20129