# focaldreamer_textdriven_3d_editing_via_focalfusion_assembly__63c66314.pdf Focal Dreamer: Text-Driven 3D Editing via Focal-Fusion Assembly Yuhan Li1, Yishun Dou2, Yue Shi 1, Yu Lei 1, Xuanhong Chen 1, Yi Zhang 1, Peng Zhou 1, Bingbing Ni1 1Shanghai Jiao Tong University, Shanghai 200240, China 2Huawei {melodious, nibingbing}@sjtu.edu.cn While text-3D editing has made significant strides in leveraging score distillation sampling, emerging approaches still fall short in delivering separable, precise and consistent outcomes that are vital to content creation. In response, we introduce Focal Dreamer, a framework that merges base shape with editable parts according to text prompts for fine-grained editing within desired regions. Specifically, equipped with geometry union and dual-path rendering, Focal Dreamer assembles independent 3D parts into a complete object, tailored for convenient instance reuse and part-wise control. We propose geometric focal loss and style consistency regularization, which encourage focal fusion and congruent overall appearance. Furthermore, Focal Dreamer generates high-fidelity geometry and PBR textures which are compatible with widely-used graphics engines. Extensive experiments have highlighted the superior editing capabilities of Focal Dreamer in both quantitative and qualitative evaluations. 1 Introduction Art reflects the figments of human imagination and creativity. Recently, the rapid development of neural generative models (Dhariwal and Nichol 2021) has significantly lowered the barriers for humans to engage in artistic creation with just a few words. However, these black-box models also deprive humans of a significant portion of control, which means the generation isn t often aligned with expectations. In this work, we take a step towards precise editing for 3D creation, enabling networks to naturally expand user s intentions, rather than controlling the entire generative process. In the realms of animation, gaming, and the recent advance of virtual augmented reality, 3D models and scenes are commonly constructed as an assembly of semantically distinct base parts, which support the practice of rendering multiple copies of the same part across scenes with different transform matrices, called geometry instancing or instance reuse (Fig. 1). We believe that an ideal 3D editing workflow should possess the following good properties: Separable. Given a base shape, it should produce structurally separate parts (Li, Niu, and Xu 2020) facili- Copyright 2024, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved. Corresponding author: Bingbing Ni. Part reuse on wood Part reuse over dog Part reuse over rose PBR Material Editing Result Input Base Mesh (b) Instance Reuse (a) Editing Process Metallic and silver Shiny with dark edge Wooden (c) Fine-grained Control (d) Editorial Capability Comparison Figure 1: Given the prompt a butterfly over a tree stump , our method delivers high-fidelity geometry and photorealistic appearance using PBR materials. Lines (b-c) showcase Focal Dreamer s capability for separable and precise edits. tating for instance reuse and part-wise post-processing, grounded in widespread understanding. Precise. It should provide fine-grained and local editing, enabling precise control in the desired area (Zhuang et al. 2023), while maintaining other regions untouched. Consistent. After the editing process, the resultant shape should respect the characteristics of the source shape in harmonious appearance (Xie et al. 2023), while visually adhering to the text specifications. Emerging approaches in text-3D editing have achieved noteworthy development, yet they often fall short in deliv- The Thirty-Eighth AAAI Conference on Artificial Intelligence (AAAI-24) a butterfly over a tree stump Flash Gordon wear the red velvet cape with a golden trim over his shoulder, highly detailed a deer standing on two separate wooden skateboards a red rose with four green leaves a highly detailed pegasus with two wings a blue headset with a microphone a Chinese white ceramic vase with slender neck on a wooden stool the anime character Naruto with a backpack a baby turtle lies on the back of a big turtle a human skull wearing a pair of dark glasses a lounge chair with four rollers a cat with an orange larger tail like fox Figure 2: Focal Dreamer can generate meticulously detailed and photo-realistic 3D editing. The left column displays base meshes with focal regions. The three right columns showcase edited overall appearance, assembled geometry, and editable part. ering separable, precise, and consistent outcomes that are vital to content creation. Some approaches (Lin et al. 2023; Haque et al. 2023) struggle to pinpoint the focused local regions, leading to undesired alterations to the base shape. Others (Sella et al. 2023; Zhuang et al. 2023) overlook the stylistic consistency of the 3D edited portions. Furthermore, nearly all past methods directly modify base shape, neglecting the need for instance reuse and part-wise control (i.e., enabling fine-grained edits to individual parts of an object). We introduce the following key contributions to meet our outlined criteria: (1) Separable: we propose Focal Dreamer, a user-friendly framework that permits intuitive object modifications using text prompts and a rough focal region for the intended edits. Instead of direct modifications to the base shape (e.g., the horse in Fig. 3), a novel editable part (wings in Fig. 3) is generated in the focal region, facilitating instance reuse and precise control. Equipped with geometry union and dual-path rendering, this part is merged with base mesh into a semantically unified shape in a lossless and differentiable manner, then optimized using a powerful text-toimage model to align the prompts and shapes. Furthermore, our decoupled learning of geometry and appearance yields detailed geometry and PBR textures, ensuring compatibility with prominent graphics engines. (2) Precise: Users delineate one or several ellipsoid focal regions, in which a spherical editable part initializes, acting as a smooth prior for the geometry network. The geometric focal loss is also introduced, discouraging edits beyond specified regions. (3) Consistent: a smooth, coherent surface is essential in certain scenes. Hence, a soft geometry union operator and a style consistency regularization are proposed to ensure a seamless geometric transition and stylistically consistent texture between the learnable part and base shape. To our knowledge, this is the first component-based editing method with separate learnable parts. Rich experiments and detailed ablation studies highlight the superior editing capabilities of our approach, as shown in Fig. 2. 2 Related Work Text-guided Image Generation and Editing. Significant progress in Text-to-Image (T2I) generation with diffusion models (Ho, Jain, and Abbeel 2020) is witnessed in recent years. More recently, with the availability of scalable generator architectures and extremely large-scale imagetext paired datasets, they ve demonstrated impressive performance in high-fidelity and flexible image synthesis (Rombach et al. 2022). Due to their comprehension of complex concepts, diffusion models are also amicable for various editing tasks, such as image inpainting (Lugmayr et al. 2022), image stylization (Zhang et al. 2023). The most relevant field to us among those is inpainting, which provides flexible control of the inpainted content, and a mask to constrain the shape of the inpainted object. Smart Brush (Xie et al. 2023) introduces a precision factor into the masks for multiple-grained controls on inpainting regions. Text-to-3D Content Generation. Driven by the aspiration to produce high-fidelity 3D content using semantic inputs like text prompts, the field of text-to-3D has garnered a significant boost in recent years (Poole et al. 2022). Ear- The Thirty-Eighth AAAI Conference on Artificial Intelligence (AAAI-24) Figure 3: An overview of Focal Dreamer. (a) During geometry learning, given a base shape, we first initialize an ellipsoid as editable geometry within each focal region. Then we render the normal map of merged shape as shape encoding of pre-trained T2I models, to optimize the editable geometry according to prompts. (b) During appearance learning, resultant shape is rendered in a dual-path manner with base and editable textures. The outcomes are then blended by Pixel-wise Discriminative Mask for a unified appearance. (c) Several regularizations are introduced to improve the editing quality, including LGF , LCA, and LSC. lier approaches either align shapes and images in the latent space by CLIP supervision (Radford et al. 2021) to generate 3D geometries (Mohammad Khalid et al. 2022) or synthesize new perspectives (Jain et al. 2022), or they train textconditioned 3D generative models from the ground up (Li et al. 2023). Dream Fusion (Poole et al. 2022) first employs large-scale T2I models with a combination of score distillation sampling to distill the prior, and achieves impressive results. Magic3D (Lin et al. 2023) further improved the quality and performance of generated 3D shapes with a 2-step pipeline. Text Mesh (Tsalicoglou et al. 2023) modify the 3D representation to extract detailed mesh. However, all these methods present semantic misalignment between the local content and global text description when editing, leaning towards distorted background and inconsistent results. 3D Content Editing. Semantic-driven 3D scene editing is a much harder task compared with 2D photo editing because of the high demand for multi-view consistency, the scarcity of paired 3D data and its entangled geometry and appearance. Previous approaches either rely on laborious annotation (Kania et al. 2022; Yang et al. 2022), only support object deformation or translation (Tschernezki et al. 2022; Kobayashi, Matsumoto, and Sitzmann 2022), or only perform global style transfer (Chen et al. 2022; Chiang et al. 2022; Fan et al. 2022; Huang et al. 2022) without strong semantic meaning. Recently, thanks to the development of score distillation sampling technique, text-guided editing has emerged as a promising direction with great potential. SKED (Mikaeili et al. 2023) possesses the capability to edit 3D scenes with multi-view sketches. Latent-Ne RF (Metzer et al. 2023) and Fantasia3D (Chen et al. 2023) realize sketchshape guidance by relaxed geometric constraints. Instruct Ne RF2Ne RF (Haque et al. 2023) can edit an existing Ne RF scene by iterative dataset update. However, it manipulates the entire space, and the preservation of undesired regions is absent. Vox-E (Sella et al. 2023) allows local edits on an existing Ne RF, but it suffers from subpar editing quality and noticeable noise as shown in Section 4, because of coupling geometry and textures. Most related to our work, Dream Editor (Zhuang et al. 2023) locally edits a mesh-based neural field. However, it doesn t achieve separable editing which is vital for instance reuse and part-wise control. Moreover, Dream Editor cannot change the number of vertices, supporting only minor shape insertion and replacement of objects of the same type (e.g., a horse to a deer). In contrast, our work not only brings about reasonable and noticeable geometric changes but also generates realistic appearances. 3 Method As illustrated in Fig. 3, a complete object is conceptualized as a composition of base shape and learnable parts, wherein both of them possess their own geometry and texture, tailored for convenient instance reuse and part-wise control. Furthermore, a two-stage training strategy is adopted to sequentially learn the geometry and texture of the editable shape, to avoid the potential interference that can occur when geometry and texture learning are intertwined. For instance, in the case of zebra modeling, geometric protrusions might be learned instead of the desired black stripes. Such a disentangled representation not only stabilizes the training process but also yields high-fidelity geometry and textures, especially when compared to popular text-to-3D models. 3.1 Preliminary Score Distillation Sampling. Score distillation sampling (SDS) is a way to distill the priors hidden in large T2I models for 3D generation proposed by Dream Fusion (Poole et al. 2022). Dream Fusion represents 3D scenes as a series of learnable parameters θ. Utilizing a differentiable renderer, it converts the 3D scenes into 2D image sets x. Subsequently, it employs large-scale models ϕ to optimize the parameters of the 3D scenes with a score function as follows: θLSDS(ϕ, x) = Et,ϵ w(t)(ˆϵϕ(zt; y, t) ϵ) x The Thirty-Eighth AAAI Conference on Artificial Intelligence (AAAI-24) where w(t) controls the weight of SDS guidance depending on noise level t. ˆϵϕ(zt; y, t) and ϵ are the predicted noise and actual noise, respectively. y is the condition. DMTet. DMTet (Munkberg et al. 2022) is a hybrid representation that has two components, i.e., a deformable tetrahedral grid and a differentiable Marching Tetrahedral (MT) layer. The Signed Distance Function (SDF) values and the position offsets of deformable tetrahedral vertices are learnable, followed by the MT layer to extract meshes. 3.2 Geometry Editing Focal Region. The starting point of our algorithm is a base shape (Ψb for geometry and Γb for texture) to be edited, which can be the reconstruction from images, crafted shapes by artists (Munkberg et al. 2022), and even the novel shapes from the generative method (Chen et al. 2023). Then the base model is modified by compositing with a new learnable part according to prompts. To offer more precise control over the generation process, users are requested to select one or multiple ellipsoid areas (depending on the editing needs) as focal/target regions. Each focal region Ω is deformed from a standard sphere Ωby an affine transformation with 9 degrees of freedom (DOF), 3 DOF for stretching, 3 DOF for rotation, and 3 DOF for translation along the {X, Y, Z}-axis: Ω = Rxyz(α, β, γ) T(tx, ty, tz) S(sx, sy, sz) Ω. (2) The selection of the focal region doesn t require exact precision for it merely serves as a rough expression of the regional prior from user intent. Our model will optimally generate geometry driven by the text input. Furthermore, we initialize ellipsoids within specified regions, offering a smooth prior that enhances the stability of the geometric modeling. Geometry Learning and Fusion. We adopt DMTet as our 3D scene representation optimized by the prior knowledge distilled from pre-trained T2I model. More specifically, keeping the base shape Ψb(vi) frozen, we parameterize the SDF values (inner is positive) of editable parts using MLP Ψe(vi) for each vertex vi within the tetrahedral grid. Subsequently, a soft geometry union (Quilez and Jeremias 2018) is performed between Ψb(vi) and Ψe(vi), resulting in Ψu(vi) for a smooth junction: Ψu(vi) = max {Ψb(vi), Ψe(vi)} + 0.1 h2 where h = max {(k |Ψb(vi) Ψe(vi)|), 0} , (4) where k determines the extent of the soft merge and is set to 0.15 by default. After geometry fusion, a differentiable MT layer transforms Ψu(vi) and the vertex offset vi into a triangular surface mesh M. Finally, the rendered normal map n and the object mask o extracted from the mesh M are fed into pre-trained T2I models with SDS loss to update Ψe: Ψe LSDS(ϕ, n) = Et,ϵ w(t)(ˆϵϕ(z n t ; y, t) ϵ) n (5) where ϕ parameterized pre-train T2I model, n represents the augmentation of n concatenated with o, z n is latent encoding of n. We observed using normal map n promotes the expression of geometric details and training stability (Chen et al. 2023). This improvement from n is partly attributed to disentangling the geometry from the intertwinement of texture, and its sufficient expressiveness to depict complex geometric details. Geometric Concentration. One of the main criteria for a proficient 3D editing algorithm is its ability to retain the geometry and color of the base object throughout the editing process. However, the aforementioned pipeline cannot ensure locality in editing. We have observed global changes and a loss of characteristics from the base shape (Fig. 7). To counteract it, we introduce distance-aware geometric focal loss LGF . During each iteration, a certain number of points pi R3 are sampled outside the user-specified focal region Ω , with their SDF values Ψe(pi) and their distances di to the focal region Ω . The objective of LGF is punishing the editable shape when it produces topological structures (Ψe(pi) > 0) outside Ω . Moreover, the closer pi is to the target region, the less the penalty, for this distance-aware setting permits geometry to overrun beyond the rough focal region slightly. The geometric focal loss is defined as: LGF = Epi / Ω d2 i σ1 ) tanh(max {Ψe(pi) + ξ, 0} (6) where σ1 = 0.05 and σ2 = 0.01 control how sensitive the loss is, i.e., lower σ1,2 values tighten the constraint on the optimization such that only the editable region is modified strictly. The hyperparameter ξ is a small positive threshold to prevent topological structures from minor positive SDF values. For computational efficiency, we sample query points on the tetrahedral vertex vi, and pre-compute their distance di to Ω before the geometry generation process begins. Collision Avoidance. Another essential criterion is to respect the purity of the editing results, i.e., the editable shape should not overlap with the base shape, as they are semantically independent and distinct parts. We enforce it by penalizing the query points pi that reside both within the learnable shape and the base shape with the collision avoidance loss: LCA = Epi [max {Ψb(pi), 0} max {Ψe(pi), 0}] . (7) Intuitively, this reduces the likelihood of overlap between the editable shape and the original mesh, resulting in cleaner editing outcomes. For computational efficiency, we sample query points at vi as the same as geometric focal Loss. 3.3 Appearance Editing Dual-path Physically Based Rendering. After the optimization of the geometry network, the resultant mesh M is obtained from the soft fusion and MT layer. Following Physically Based Rendering (PBR) material model, we use hash-grid-based texture neural fields Γ for M to produce the diffuse term kd, the roughness and metallic term krm, and the normal term kn as (kd, krm, kn) = Γ(pi). In order to retain the appearance of the base shape untouched, a naive and straightforward idea would be to initialize the learnable texture neural fields Γe with the base texture fields The Thirty-Eighth AAAI Conference on Artificial Intelligence (AAAI-24) Fantasia3D* Vox-E-Global Vox-E Ours Base shape a human skull wearing a pair of dark glasses Flash Gordon wear the red velvet cape with a golden trim over his shoulder, highly detailed a labrador wears a crown with sapphires a deer standing on two separate wooden skateboards Figure 4: Visual comparison. Our approach synthesizes high-quality edits while preserving the base mesh perfectly. Figure 5: Comparison with SOTA image editing methods. The gray areas in input images indicate the inpainting region. We observed that 2D editing methods exhibit viewinconsistent, and their quality varies with viewpoints. Method CLIPsim CLIPdir Fantasia3D* 0.284 0.0180 Vox-E-Global 0.299 0.0204 Vox-E 0.293 0.0178 Focal Dreamer (ours) 0.329 0.0519 Table 1: Quantitative evaluation results across 15 scenes. Γb derived from the base shape reconstruction, then the entire shape s appearance is modeled by Γe exclusively. However, this simple pipeline has two shortcomings: 1) As the number of iterations increases, it suffers from sub-optimal convergence and loss of the original material (in Fig. 7). In essence, the texture of the base shape isn t adequately retained due to the overly strong knowledge supervision from T2I models. 2) Although learnable parts have independent semantics, such as the wings , their texture cannot be extracted alone. This impediment makes the reuse and driving of materials for these editable parts unfeasible. To tackle this issue, we re-design the rendering pipeline Figure 6: Boxplot illustration of user study. Focal Dreamer demonstrates better performance (high means) and stability across scenes (narrow interquartile range). in a dual-path manner. Central to this redesign is a Pixelwise Discriminative Mask (PDM) generated in the rasterization process, which discerns whether each pixel comes from the face of the base mesh or the editable mesh. As depicted in Fig 3, throughout the dual-path rendering process, both parts are rendered based on their own neural texture fields, and the outcomes are then blended by PDM, which is called texture composition, culminating in a unified merged view. Similarly, the merged view is inputted into the T2I model for texture optimization with SDS loss. By truncating the gradient towards Γb, the texture of the base shape is precisely preserved, while the editable shape has its independent trainable texture Γe. Dual-path rendering balances the preservation of the base shape structure with flexible part-wise control, as well as the seamless integration of both parts. Style Consistency. In some instances, local changes are anticipated to be realized seamlessly, as well as in a harmoniously coordinated style, as shown in Fig. 7. This problem is modeled as follows: let Me R3 be a closed subspace to represent the editable parts with boundary Me. Let f be a known mapping function defined over R3 minus the interior of Me to be preserved, and let f be the unknown function defined over the interior of Me. A classical interpolant f is defined as the solution (P erez, Gangnet, and Blake 2003): Me | f|2 with f| Me = f | Me. (8) We propose two consistency regularization items to imi- The Thirty-Eighth AAAI Conference on Artificial Intelligence (AAAI-24) LGF LCA LSC Dual-path Render CLIPsim CLIPdir 0.312* 0.0402* 0.319* 0.0495* 0.316 0.0433 0.329 0.0517 0.313 0.0401 0.329 0.0519 Table 2: Ablation study. Since not all scenes require style consistency, we report the editings require LSC with . tate the interpolant process : Lg = Epi Me h Γe(pi) Γe(pi + δ) 2i , (9) Lb = Epi Me h Γe(pi) Γb(pi) 2i , (10) LSC = Lg + λLb. (11) Intuitively, the Lb ensures that the editable texture Γe is consistent with the base texture Γb in the adjoining areas Me as Dirichlet boundary condition, while the Lg extends the consistent style throughout the whole learnable part Γe with gradient constrain on small noise δ. 4 Experiments 4.1 Experimental Setups Implementation Details. We use the Stable Diffusion implementation by Hugging Face Diffusers for SDS, and adopt DMTet to learn geometry and texture separately with NVDiff Rast as a differentiable renderer. Focal Dreamer usually takes less than 30 minutes (3000 steps) for geometry and 20 minutes (2000 steps) for texture to converge on 4 Nvidia RTX 3090 GPUs, where we use Adam W optimizer with the respective learning rates of 1 10 3 and 1 10 2. UV edge padding techniques are utilized to remove the seams in the texture maps. More details are provided in the appendix. Synthetic Object Dataset. We assemble the dataset with 15 high-quality meshes found on the internet. We paired each object in our dataset with a detailed edit prompt to showcase our approach s ability to perform expressive, precise, and diverse edits which are absent in other approaches. Evaluation Criteria. Following Vox-E, we report auxiliary quantitative metrics on our dataset: (1) CLIP Similarity (CLIPsim) measures the alignment of the performed 3D edits with the text descriptions, and (2) CLIP Direction Similarity (CLIPdir) evaluates the edits with the editing directions from the input to edit results, by measuring the directional CLIP similarity between changes of text and 3D shapes, first introduced by (Gal et al. 2022). Baselines. We compare Focal Dreamer with three baselines. (1) Fantasia3D*: as claimed in Fantasia3D, it is able to generate shapes initialized with a low-quality customized 3D mesh. In order to additionally endow it with preservation of texture from base shape, the texture field Γ(pi) is supervised by base texture with reconstruction loss on the base mesh surface, as one of the baselines. (2) Vox-E (Sella et al. 2023): to show our superior editing within desired regions, SOTA editing work Vox-E is also compared. To the best of our knowledge, Vox-E is the only open-source method that directly performs text-guided localized edits for 3D objects. (3) Vox-E-Global: Vox-E also supports global editing to better align with the prompts without constraining from base shape. More details are provided in the appendix. 4.2 Qualitative Results The qualitative comparison with 3D editing baselines is shown in Fig. 4 over our dataset. As illustrated in the figure, Fantasia3D* results in an appearance vastly different from the base mesh, even with the texture reconstruction loss, because the whole shape is re-optimized according to prompts. While Vox-E-Global occasionally produces edits that align with prompts, it suffers from subpar editing quality and noticeable outliers. Vox-E demonstrates a limited capacity to filter out undesired changes and noise based on Vox-E-Global, since it heavily relies on a keyword, such as cape or glasses. Vox-E sometimes misidentifies the focal regions, i.e., placing glasses on the top of the skull. In contrast to them, our editings align perfectly with the prompts while faithfully preserving the details of base mesh, achieving precise and meaningful changes to both geometry and texture. 2D Image Editing Comparisons. We demonstrate that 2D image editing methods cannot effectively handle 3D object editing tasks, because 2D editing does not yield satisfactory view-consistent results. We sample renderings from three different viewpoints and apply SOTA image editing methods, namely Instruct Pix2Pix (IP2P) (Brooks, Holynski, and Efros 2023) and Control Net-inpainting (Control Net) (Zhang and Agrawala 2023). We input the same prompts in Fig. 2 for Focal Dreamer, Control Net and IP2P. As depicted in Fig. 5, the quality of editing by 2D methods drops significantly from less canonical views (e.g., the turtle s left view), and they severely lack view-consistency. 4.3 Quantitative Results We perform a quantitative evaluation in Tab. 1 on our dataset. To perform a fair comparison, all metrics are calculated with renderings from the same 100 views across different methods. As illustrated in the table, Focal Dreamer achieves noticeably higher CLIPdir. This is attributed to its capability to accurately execute the desired editing direction, primarily due to the geometric concentration. Additionally, our editing fidelity (CLIPsim) stands out as the best, stemming from the enhanced part-wise details brought by the separable framework and decoupled learning. User Study. While CLIP mainly evaluates the matching degree of rendered views and text prompts, it fails to assess the extent to which the base shape is properly preserved. We conduct user studies with 65 participants to evaluate different methods based on user preferences across 15 scenes. We ask the participants to give a preference score (range from 1 10) in terms of prompt relevance and base shape preservation for 5 random views per scene from anonymized methods generation. As shown in Fig. 6, we report the distribu- The Thirty-Eighth AAAI Conference on Artificial Intelligence (AAAI-24) w/o Geometric Concentration resultant shape editable part w/o Style Consistency w/o Collision Avoidance w/o Dual-path Rendering resultant shape editable part resultant shape editable part resultant shape editable part resultant shapeeditable part Figure 7: Ablation study. We visually illustrate the effect of each technique we propose. Please refer to Section 4.4 for details. w/o soft union Different 𝑘 𝑘= 0.15 𝑘= 0.1 𝑘= 0.2 Figure 8: Geometry union sensitivity. The smoothness of the junction varies with different k in Eq. 3 and 4. Figure 9: Progressive editing. The horse is first edited by adding two wings, then a horn is added in a subsequent edit. tion of the scores, including the medians, means, quartiles and outliers. We find that Focal Dreamer is significantly preferred over all baselines in terms of source preservation (i.e., mean = 9.14) and prompt relevance (i.e., mean = 8.40). The narrow interquartile range in our method also demonstrates a more stable editing effect across various scenes. 4.4 Ablation Study We conduct the ablation study both qualitatively and quantitatively. By setting LGF , LCA and LSC to zero respectively, we investigated the effects of our proposed Geometric Concentration, Collision Avoidance, and Style Consistency strategies. To validate the dual-path rendering, we employ the single rendering outlined in Section 3.3. Specifically, it involves rendering the entire shape with a learnable texture Γe, which is initialized with the base texture Γb. As illustrated in Fig. 7 and Tab. 2, LGF significantly constrains geometric alterations outside the focal region, resulting in localized edits. LCA effectively prevents undesirable geometric overlap within the base mesh, especially at the junction like the root of wings and capes. Since LCA predominantly affects the purity of the editable part and has minimal impact on the overall appearance, its quantitative metrics closely align with the full model. In the absence of dual-path rendering, the base mesh texture experiences unintended alterations due to the update of the whole texture network during appearance learning. Moreover, editing with LSC exhibits a harmonious overall style and nature transition in certain instances, but it is not universally required (e.g., a butterfly over a tree stump). In Tab. 2, we use to denote scenes that require LSC for a fair comparison. Progressive Editing. Our method can be used as a sequential editor for users requirements, and progressively edits base mesh. In Fig. 9, we exhibit a two-step editing by first generating two wings on horse, followed by adding a horn. Geometry Union Sensitivity. We also demonstrate the smoothness of the junction between the editable part and base mesh with various k (Eq. 3 and 4) in Fig. 8. It is evident that larger k leads to a more natural but pronounced transition region. We set k = 0.15 for a moderate transition. 5 Conclusion In this paper, we present Focal Dreamer, a text-driven framework that supports separable, precise, and consistent local editing for 3D objects. Technically, we equipped Focal Dreamer with geometry union and dual-path rendering to assemble independent 3D parts, facilitating instance reuse and part-wise control. Geometric focal loss and style consistency regularization are proposed to encourage focal fusion and congruent overall appearance. Comprehensive experiments and detailed ablation studies have demonstrated our approach possesses superior local editing power through a well-conceived framework design. We hope that Focal Dreamer will help pave the way for expressive, localized 3D content editing for casual artists, bringing us closer to the goal of democratizing 3D content creation for all. The Thirty-Eighth AAAI Conference on Artificial Intelligence (AAAI-24) Acknowledgements This work was supported by National Science Foundation of China (U20B2072, 61976137). This work was also partly supported by SJTU Medical Engineering Cross Research Grant YG2021ZD18. References Brooks, T.; Holynski, A.; and Efros, A. A. 2023. Instructpix2pix: Learning to follow image editing instructions. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition, 18392 18402. Chen, R.; Chen, Y.; Jiao, N.; and Jia, K. 2023. Fantasia3d: Disentangling geometry and appearance for highquality text-to-3d content creation. ar Xiv preprint ar Xiv:2303.13873. Chen, Y.; Yuan, Q.; Li, Z.; Xie, Y. L. W. W. C.; Wen, X.; and Yu, Q. 2022. 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