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arxiv: 2606.19316 · v1 · pith:UFOA4HEFnew · submitted 2026-06-17 · 💻 cs.CV

NeuMesh++: Towards Versatile and Efficient Volumetric Editing with Disentangled Neural Mesh-based Implicit Field

Pith reviewed 2026-06-26 21:20 UTC · model grok-4.3

classification 💻 cs.CV
keywords neural radiance fieldvolumetric editingmesh-based representationdisentangled codes3D scene editingtexture editingsemantic editingimplicit field
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The pith

A mesh-based representation encodes neural radiance fields with separate geometry, texture and semantic codes on vertices to support multiple editing operations.

A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.

The paper introduces a mesh-based way to store neural radiance fields by placing disentangled codes for geometry, texture and semantics directly on mesh vertices. This design enables mesh-guided shape changes, targeted texture swaps, fills and paints, plus semantic-driven edits that prior implicit methods could not handle easily. Supporting techniques include local space parameterization for better quality, learnable modification colors for texture fidelity, spatial-aware optimization for precision, and semantic-aided selection to simplify region choice. A sympathetic reader would care because the approach combines the flexibility of implicit fields with controllable mesh edits, making 3D content manipulation more practical.

Core claim

We present a novel mesh-based representation by encoding the neural radiance field with disentangled geometry, texture, and semantic codes on mesh vertices, which empowers a set of efficient and comprehensive editing functionalities, including mesh-guided geometry editing, designated texture editing with texture swapping, filling and painting operations, and semantic-guided editing. The work develops local space parameterization to enhance rendering quality and training stability, a learnable modification color on vertices to improve texture editing fidelity, a spatial-aware optimization strategy for precise texture edits, and semantic-aided region selection to reduce annotation effort.

What carries the argument

Disentangled geometry, texture and semantic codes placed on mesh vertices, which carry independent editing operations while preserving the underlying implicit field.

If this is right

  • Mesh-guided geometry editing can be applied directly while keeping rendering quality intact.
  • Texture swapping, filling and painting become feasible on designated regions with improved fidelity.
  • Semantic-guided editing reduces the need for manual annotation of implicit fields.
  • The representation maintains high quality on both real and synthetic data across the listed edit types.

Where Pith is reading between the lines

These are editorial extensions of the paper, not claims the author makes directly.

  • The vertex-level disentanglement may make it simpler to combine edits from multiple independent sources than entangled field representations allow.
  • The local parameterization step could transfer to other mesh-based implicit models to improve their training stability.
  • Adding further vertex attributes such as material or lighting codes would be a direct next step for broader editing control.

Load-bearing premise

The local space parameterization, learnable modification color, spatial-aware optimization and semantic-aided region selection will deliver high-fidelity edits and stable training without artifacts or post-hoc fixes.

What would settle it

Apply the texture painting operation to a held-out real scene and check whether novel-view renderings of the painted region show seams, color drift or loss of detail relative to the intended edit.

Figures

Figures reproduced from arXiv: 2606.19316 by Bangbang Yang, Chong Bao, Guofeng Zhang, Hujun Bao, Yinda Zhang, Yuan Li, Yujun Shen, Zhaopeng Cui.

Figure 1
Figure 1. Figure 1: We present a novel representation for volumetric neural rendering, which encodes the neural implicit field with [PITH_FULL_IMAGE:figures/full_fig_p002_1.png] view at source ↗
Figure 2
Figure 2. Figure 2: Overview. We encode the neural radiance field on a mesh-based scaffold, where each vertex maintains a geometry, texture, and semantic code l g ,l t ,l s and a modification color c m for high-fidelity texture editing. For a query point x along a casted camera ray, we retrieve codes and local indicators from the nearby mesh vertices, and forward to the geometry/radiance decoder to obtain density value σk and… view at source ↗
Figure 3
Figure 3. Figure 3: Mesh-guided Geometry editing. By simply deform￾ing the corresponding mesh, the change will synchronously take effect on the implicit field, and the rendered object will also be deformed accordingly. methods [74, 87, 89] which directly function on the global coordinate x, we instead forward the local geometry code l g k , local texture code l t k along with the local indicator vector hk = (pk, wk) to the ge… view at source ↗
Figure 4
Figure 4. Figure 4: Designatable texture editing. By exchanging texture codes (and decoders), our representation delivers various texture editing pipelines on the neural implicit field. material properties. We propose to mimic such pipelines by introducing a designatable texture editing, where the selection of mesh vertices is used to precisely guide the texture editing on the region of interest. The core step of our texture … view at source ↗
Figure 5
Figure 5. Figure 5: Semantic-guided texture editing. Users select a semantic region of the object by clicking from a single viewpoint and edit the texture of the selected 3D region. tors) are untouched in the target object, the modified color c ′ k becomes: c ′ k = FR  l t ′ k , hk, d, nk  + c m′ k . (7) 2) Texture filling by filling a target object area with repeated textures from a pre-captured model (e.g., assigning part… view at source ↗
Figure 6
Figure 6. Figure 6: Semantic-driven geometry editing. Users can select a semantic region of the object by clicking from a single viewpoint and decomposing its geometry from the object. users to quickly select semantically consistent 3D segments through simple point selection on a single view. Fortunately, many open-vocabulary segmentation tools [6, 28] have been released. By leveraging open-vocabulary segmentation models [6, … view at source ↗
Figure 9
Figure 9. Figure 9: Texture swapping. We present 2 examples of texture swap￾ping in [PITH_FULL_IMAGE:figures/full_fig_p009_9.png] view at source ↗
Figure 7
Figure 7. Figure 7: Geometry editing. We show examples of mesh-guided geometry editing in (a) and physical simulation results in (c), and compare with NeuMesh [83] in (b). and texture in two spaces, and the disentangled texture representation is seamlessly integrated into new shapes. Texture filling. We show 2 examples of texture filling in [PITH_FULL_IMAGE:figures/full_fig_p010_7.png] view at source ↗
Figure 8
Figure 8. Figure 8: Editing results comparison. We show texture editing examples on the DTU dataset [20] and the NeRF 360◦ Synthetic dataset [40]. Resolution Num. Vertices PSNR↑ SSIM↑ LPIPS↓(Vgg) 100 128.3K 30.352 0.936 0.080 200 215.8K 31.900 0.952 0.058 300 307.5K 32.324 0.955 0.053 TABLE 4: Ablation on mesh resolution. We compare the rendering quality with different marching cube resolutions on NeRF 360◦ synthetic dataset … view at source ↗
Figure 9
Figure 9. Figure 9: Texture editing results. We show more texture painting and semantic-guided editing examples on the DTU dataset [20] and the NeRF 360◦ Synthetic dataset [40]. 0 2 4 6 8 10 31.75 32.00 32.25 32.50 Queried vertex number (N) Avg. PSNR PNSR w.r.t. KNN 0 2 4 6 8 10 0.951 0.953 0.955 0.957 Queried vertex number (N) Avg. SSIM SSIM w.r.t. KNN 0 2 4 6 8 10 0.050 0.054 0.058 0.062 Queried vertex number (N) Avg. LPIPS… view at source ↗
Figure 10
Figure 10. Figure 10: Ablation on KNN searching. We compare rendering quality with different K-Nearest Neighboring Searching numbers. PSNR↑ SSIM↑ LPIPS↓(Vgg) w/ distillation 32.2740 0.9551 0.0537 ours 32.324 0.9550 0.0534 TABLE 5: Ablation on distillation. We compare the render￾ing quality between training with distillation (w/ distilla￾tion) and training without distillation (ours) on NeRF 360◦ synthetic dataset [40]. coder. … view at source ↗
Figure 11
Figure 11. Figure 11: Ablation on texture swapping. We compare dif￾ferent texture-swapping qualities. Models without normal information cannot produce authentic golden reflections based on object geometry. Original & Canvas Ours w/o cm Ours [PITH_FULL_IMAGE:figures/full_fig_p013_11.png] view at source ↗
Figure 12
Figure 12. Figure 12: Ablation on painting. We compare different paint￾ing qualities. Model without modification color c m pro￾duces noisy results after finetuning for the same iterations compared to our method. Hybrid Editing on Original Object Our Rendered Edited Objects [PITH_FULL_IMAGE:figures/full_fig_p013_12.png] view at source ↗
Figure 14
Figure 14. Figure 14: Hybrid editing. We show examples of hybrid object editing by combining multiple editing operations. demonstrate versatile editing capabilities of our representa￾tion on both real-world and synthetic data. In the synthetic chair scene, we bend the chair’s arms and legs while swap- [PITH_FULL_IMAGE:figures/full_fig_p013_14.png] view at source ↗
Figure 13
Figure 13. Figure 13: Ablation on the size of our model. We show the quantitative ablation on the size of MLP decoders and neural codes. The evaluated sizes of MLP decoders are 32, 64, 128. The evaluated size of geometry and texture codes are (#Geo.+#Tex.): 3+9, 6+15, and 12+24. PSNR↑ SSIM↑ LPIPS↓(Alex) BakedSDF* [88] 23.31 0.651 0.277 Ours 26.34 0.731 0.216 TABLE 8: Quantitative comparison. We show quantitative comparisons wi… view at source ↗
Figure 15
Figure 15. Figure 15: Qualitative comparison. We show qualitative com￾parisons with BakedSDF* [88] on Mip-NeRF 360 [1] dataset. Texture Swapping. Texture swapping requires that the tem￾plate and edited region possess similar shapes, ensuring proper alignment of the edited region with the template in Euclidean space. This ensures the accurate retrieval of the corresponding template texture codes for each modified vertex, thereb… view at source ↗
read the original abstract

Recently neural implicit rendering techniques have evolved rapidly and demonstrated significant advantages in novel view synthesis and 3D scene reconstruction. However, existing neural rendering methods for editing purposes offer limited functionalities, e.g., rigid transformation and category-specific editing. In this paper, we present a novel mesh-based representation by encoding the neural radiance field with disentangled geometry, texture, and semantic codes on mesh vertices, which empowers a set of efficient and comprehensive editing functionalities, including mesh-guided geometry editing, designated texture editing with texture swapping, filling and painting operations, and semantic-guided editing. To this end, we develop several techniques including a novel local space parameterization to enhance rendering quality and training stability, a learnable modification color on vertex to improve the fidelity of texture editing, a spatial-aware optimization strategy to realize precise texture editing, and a semantic-aided region selection to ease the laborious annotation of implicit field editing. Extensive experiments and editing examples on both real and synthetic datasets demonstrate the superiority of our method on representation quality and editing ability. Project page: https://zju3dv.github.io/neumeshplusplus/

Editorial analysis

A structured set of objections, weighed in public.

Desk editor's note, referee report, simulated authors' rebuttal, and a circularity audit. Tearing a paper down is the easy half of reading it; the pith above is the substance, this is the friction.

Referee Report

1 major / 0 minor

Summary. The paper proposes NeuMesh++, a mesh-based implicit representation that encodes neural radiance fields using disentangled geometry, texture, and semantic codes attached to mesh vertices. This enables a range of editing operations: mesh-guided geometry editing, designated texture editing (swapping, filling, painting), and semantic-guided editing. Supporting components include local space parameterization, learnable modification color on vertices, spatial-aware optimization, and semantic-aided region selection. The authors assert that these yield high-fidelity edits and superior representation quality, validated by extensive experiments on real and synthetic datasets.

Significance. If the empirical claims hold with proper quantitative support, the work could provide a practical bridge between explicit mesh control and implicit field flexibility, expanding editing capabilities beyond rigid transforms or category-specific methods in neural rendering.

major comments (1)
  1. Abstract: the central claim of superiority 'via extensive experiments' is asserted without any quantitative results, baselines, error bars, ablation tables, or method implementation details, so the load-bearing empirical support for the editing functionalities cannot be assessed from the provided text.

Simulated Author's Rebuttal

1 responses · 0 unresolved

We thank the referee for the detailed review and the opportunity to clarify our work. We address the single major comment below.

read point-by-point responses
  1. Referee: [—] Abstract: the central claim of superiority 'via extensive experiments' is asserted without any quantitative results, baselines, error bars, ablation tables, or method implementation details, so the load-bearing empirical support for the editing functionalities cannot be assessed from the provided text.

    Authors: We acknowledge that the abstract, as a concise summary, does not include specific quantitative numbers, baselines, or ablation details. These elements are presented in full in the Experiments section of the manuscript, including quantitative comparisons on representation quality (e.g., PSNR/SSIM metrics), editing fidelity, ablation studies, and implementation specifics. However, to improve accessibility of the central claim from the abstract alone, we will revise the abstract to incorporate one or two key quantitative highlights demonstrating the reported superiority. revision: yes

Circularity Check

0 steps flagged

No significant circularity detected

full rationale

The paper presents a novel mesh-based implicit representation with disentangled vertex codes plus four supporting techniques (local space parameterization, learnable modification color, spatial-aware optimization, semantic-aided selection). Central claims rest on empirical results from experiments on real and synthetic datasets rather than any derivation chain. No equations, fitted parameters renamed as predictions, self-definitional loops, or load-bearing self-citations appear in the provided text. The method is self-contained via external empirical validation.

Axiom & Free-Parameter Ledger

0 free parameters · 0 axioms · 0 invented entities

No specific free parameters, axioms, or invented entities can be identified from the abstract alone; the representation relies on standard neural implicit field assumptions whose details are not provided.

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