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

1Stanford University, 2Adobe

arXiv

Interactive local and global editing of existing 3D Gaussian assets from sparse 2D inputs.

Original GS

"Create a white parrot standing on a branch"

Input SR views

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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 SplatPainter, 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.

pipeline

Method Overview. Given an input 3DGS asset, the framework first performs a one-time preprocessing step. The asset is rendered from multiple views to generate feature-rich inputs from a Gaussian LRM. Stage I compresses this into a compact latent representation via a local transformer. The interactive editing loop in Stage II then iteratively refines this latent representation using new 2D user edits (New input(s)) and a Test-Time Training (TTT) module to produce the final edited 3DGS.

Interactive Editing Results

Local Detail Refinement & Graffiti

User-specified high-resolution patches and graffiti are propagated consistently across views while preserving the original asset identity.

Input Views (Edits)

Refined GS

Local Zoom-In

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Global Relighting

A few relit input views drive a consistent global change in shading and color across the full asset.

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Relit Inputs

Comparison

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User-Specified Edits

User-specified edits (e.g., graffiti) are propagated consistently across views while preserving the original asset identity. The 3DGS assets are generated from Trellis.

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User Edits

Comparison

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BibTeX

@article{splatpainter2025,
    author={Zheng, Yang and Tan, Hao and Zhang, Kai and Wang, Peng and Guibas, Leonidas and Wetzstein, Gordon and Wang, Yifan},
    title     = {SplatPainter: Interactive Authoring of 3D Gaussians from 2D Edits via Test-Time Training},
    journal   = {arXiv preprint},
    year      = {2025},
    }