# DragD3D: Realistic Mesh Editing with Rigidity Control Driven by 2D Diffusion Priors

arXiv: https://arxiv.org/abs/2310.04561 · HTML: https://mlsanity.com/paper/2310.04561/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Placed in 3D, point cloud and scene generation, one of 14 directions in Diffusion models.
- Builds on 26 of its 45 references that are in the map.
- First posted on arXiv 6 Oct 2023.

## Placed in

- Diffusion models / [3D, point cloud and scene generation](https://mlsanity.com/diffusion/3d-point-cloud-and-scene-generation/)

## Builds on (most cited first, 26 of 26)

- [High-Resolution Image Synthesis with Latent Diffusion Models](https://mlsanity.com/paper/2112.10752/) (2021)
- [Analyzing and Improving the Image Quality of StyleGAN](https://mlsanity.com/paper/1912.04958/) (2019)
- [DreamFusion: Text-to-3D using 2D Diffusion](https://mlsanity.com/paper/2209.14988/) (2022)
- [DeepSDF: Learning Continuous Signed Distance Functions for Shape Representation](https://mlsanity.com/paper/1901.05103/) (2019)
- [On the Continuity of Rotation Representations in Neural Networks](https://mlsanity.com/paper/1812.07035/) (2018)
- [GET3D: A Generative Model of High Quality 3D Textured Shapes Learned from Images](https://mlsanity.com/paper/2209.11163/) (2022)
- [DragDiffusion: Harnessing Diffusion Models for Interactive Point-based Image Editing](https://mlsanity.com/paper/2306.14435/) (2023)
- [Learning Object-Compositional Neural Radiance Field for Editable Scene Rendering](https://mlsanity.com/paper/2109.01847/) (2021)
- [Editing Conditional Radiance Fields](https://mlsanity.com/paper/2105.06466/) (2021)
- [Drag Your GAN: Interactive Point-based Manipulation on the Generative Image Manifold](https://mlsanity.com/paper/2305.10973/) (2023)
- [Scalable 3D Captioning with Pretrained Models](https://mlsanity.com/paper/2306.07279/) (2023)
- [DragonDiffusion: Enabling Drag-style Manipulation on Diffusion Models](https://mlsanity.com/paper/2307.02421/) (2023)
- [Thingi10K: A Dataset of 10,000 3D-Printing Models](https://mlsanity.com/paper/1605.04797/) (2016)
- [Re-imagine the Negative Prompt Algorithm: Transform 2D Diffusion into 3D, alleviate Janus problem and Beyond](https://mlsanity.com/paper/2304.04968/) (2023)
- [TextMesh: Generation of Realistic 3D Meshes From Text Prompts](https://mlsanity.com/paper/2304.12439/) (2023)
- [Deformed Implicit Field: Modeling 3D Shapes with Learned Dense Correspondence](https://mlsanity.com/paper/2011.13650/) (2020)
- [Neural Cages for Detail-Preserving 3D Deformations](https://mlsanity.com/paper/1912.06395/) (2019)
- [TextDeformer: Geometry Manipulation using Text Guidance](https://mlsanity.com/paper/2304.13348/) (2023)
- [SKED: Sketch-guided Text-based 3D Editing](https://mlsanity.com/paper/2303.10735/) (2023)
- [3DN: 3D Deformation Network](https://mlsanity.com/paper/1903.03322/) (2019)
- [KeypointDeformer: Unsupervised 3D Keypoint Discovery for Shape Control](https://mlsanity.com/paper/2104.11224/) (2021)
- [CLIP-Sculptor: Zero-Shot Generation of High-Fidelity and Diverse Shapes from Natural Language](https://mlsanity.com/paper/2211.01427/) (2022)
- [Local 3D Editing via 3D Distillation of CLIP Knowledge](https://mlsanity.com/paper/2306.12570/) (2023)
- [A Revisit of Shape Editing Techniques: from the Geometric to the Neural Viewpoint](https://mlsanity.com/paper/2103.01694/) (2021)
- [NeuralMLS: Geometry-Aware Control Point Deformation](https://mlsanity.com/paper/2201.01873/) (2022)
- [Local Deformation for Interactive Shape Editing](https://mlsanity.com/paper/2306.06550/) (2023)

## Built on by (most cited first, 3 of 3)

- [NANO3D: A Training-Free Approach for Efficient 3D Editing Without Masks](https://mlsanity.com/paper/2510.15019/) (2025)
- [DragTex: Generative Point-Based Texture Editing on 3D Mesh](https://mlsanity.com/paper/2403.02217/) (2024)
- [PaNDaS: Learnable Deformation Modeling with Localized Control](https://mlsanity.com/paper/2412.02306/) (2024)

## Abstract (arXiv)

Direct mesh editing and deformation are key components in the geometric modeling and animation pipeline. Mesh editing methods are typically framed as optimization problems combining user-specified vertex constraints with a regularizer that determines the position of the rest of the vertices. The choice of the regularizer is key to the realism and authenticity of the final result. Physics and geometry-based regularizers are not aware of the global context and semantics of the object, and the more recent deep learning priors are limited to a specific class of 3D object deformations. Our main contribution is a vertex-based mesh editing method called DragD3D based on (1) a novel optimization formulation that decouples the rotation and stretch components of the deformation and combines a 3D geometric regularizer with (2) the recently introduced DDS loss which scores the faithfulness of the rendered 2D image to one from a diffusion model. Thus, our deformation method achieves globally realistic shape deformation which is not restricted to any class of objects. Our new formulation optimizes directly the transformation of the neural Jacobian field explicitly separating the rotational and stretching components. The objective function of the optimization combines the approximate gradients of DDS and the gradients from the geometric loss to satisfy the vertex constraints. Additional user control over desired global shape deformation is made possible by allowing explicit per-triangle deformation control as well as explicit separation of rotational and stretching components of the deformation. We show that our deformations can be controlled to yield realistic shape deformations that are aware of the global context of the objects, and provide better results than just using geometric regularizers.
