# Handle-based Mesh Deformation Guided By Vision Language Model

arXiv: https://arxiv.org/abs/2506.04562 · HTML: https://mlsanity.com/paper/2506.04562/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in Embodied and 3D vision-language models, one of 16 directions in Multimodal LLMs / vision-language models.
- Builds on 47 of its 80 references that are in the map.
- First posted on arXiv 5 Jun 2025.

## Placed in

- Multimodal LLMs / vision-language models / [Embodied and 3D vision-language models](https://mlsanity.com/mllm/embodied-and-3d-vision-language-models/)

## Builds on (most cited first, 30 of 47)

- [Learning Transferable Visual Models From Natural Language Supervision](https://mlsanity.com/paper/2103.00020/) (2021)
- [High-Resolution Image Synthesis with Latent Diffusion Models](https://mlsanity.com/paper/2112.10752/) (2021)
- [Segment Anything](https://mlsanity.com/paper/2304.02643/) (2023)
- [Grounding DINO: Marrying DINO with Grounded Pre-Training for Open-Set Object Detection](https://mlsanity.com/paper/2303.05499/) (2023)
- [DreamFusion: Text-to-3D using 2D Diffusion](https://mlsanity.com/paper/2209.14988/) (2022)
- [Nerfies: Deformable Neural Radiance Fields](https://mlsanity.com/paper/2011.12948/) (2020)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [CLAY: A Controllable Large-scale Generative Model for Creating High-quality 3D Assets](https://mlsanity.com/paper/2406.13897/) (2024)
- [Text2Mesh: Text-Driven Neural Stylization for Meshes](https://mlsanity.com/paper/2112.03221/) (2021)
- [Holodeck: Language Guided Generation of 3D Embodied AI Environments](https://mlsanity.com/paper/2312.09067/) (2023)
- [Text2Tex: Text-driven Texture Synthesis via Diffusion Models](https://mlsanity.com/paper/2303.11396/) (2023)
- [Thingi10K: A Dataset of 10,000 3D-Printing Models](https://mlsanity.com/paper/1605.04797/) (2016)
- [VR-GS: A Physical Dynamics-Aware Interactive Gaussian Splatting System in Virtual Reality](https://mlsanity.com/paper/2401.16663/) (2024)
- [GPT-4V(ision) is a Human-Aligned Evaluator for Text-to-3D Generation](https://mlsanity.com/paper/2401.04092/) (2024)
- [ShapeLLM: Universal 3D Object Understanding for Embodied Interaction](https://mlsanity.com/paper/2402.17766/) (2024)
- [LLM-Grounder: Open-Vocabulary 3D Visual Grounding with Large Language Model as an Agent](https://mlsanity.com/paper/2309.12311/) (2023)
- [Prometheus-Vision: Vision-Language Model as a Judge for Fine-Grained Evaluation](https://mlsanity.com/paper/2401.06591/) (2024)
- [GRIT: Teaching MLLMs to Think with Images](https://mlsanity.com/paper/2505.15879/) (2025)
- [Self-correcting LLM-controlled Diffusion Models](https://mlsanity.com/paper/2311.16090/) (2023)
- [3D Geometry-aware Deformable Gaussian Splatting for Dynamic View Synthesis](https://mlsanity.com/paper/2404.06270/) (2024)
- [Neural Cages for Detail-Preserving 3D Deformations](https://mlsanity.com/paper/1912.06395/) (2019)
- [Pixel2Mesh++: Multi-View 3D Mesh Generation via Deformation](https://mlsanity.com/paper/1908.01491/) (2019)
- [SAMPart3D: Segment Any Part in 3D Objects](https://mlsanity.com/paper/2411.07184/) (2024)
- [LayoutVLM: Differentiable Optimization of 3D Layout via Vision-Language Models](https://mlsanity.com/paper/2412.02193/) (2024)
- [3D-GPT: Procedural 3D Modeling with Large Language Models](https://mlsanity.com/paper/2310.12945/) (2023)
- [TextDeformer: Geometry Manipulation using Text Guidance](https://mlsanity.com/paper/2304.13348/) (2023)
- [Deforming Radiance Fields with Cages](https://mlsanity.com/paper/2207.12298/) (2022)
- [GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting](https://mlsanity.com/paper/2402.01459/) (2024)
- [Scenethesis: A Language and Vision Agentic Framework for 3D Scene Generation](https://mlsanity.com/paper/2505.02836/) (2025)
- [VLM-Grounder: A VLM Agent for Zero-Shot 3D Visual Grounding](https://mlsanity.com/paper/2410.13860/) (2024)

## Abstract (arXiv)

Mesh deformation is a fundamental tool in 3D content manipulation. Despite extensive prior research, existing approaches often suffer from low output quality, require significant manual tuning, or depend on data-intensive training. To address these limitations, we introduce a training-free, handle-based mesh deformation method. % Our core idea is to leverage a Vision-Language Model (VLM) to interpret and manipulate a handle-based interface through prompt engineering. We begin by applying cone singularity detection to identify a sparse set of potential handles. The VLM is then prompted to select both the deformable sub-parts of the mesh and the handles that best align with user instructions. Subsequently, we query the desired deformed positions of the selected handles in screen space. To reduce uncertainty inherent in VLM predictions, we aggregate the results from multiple camera views using a novel multi-view voting scheme. % Across a suite of benchmarks, our method produces deformations that align more closely with user intent, as measured by CLIP and GPTEval3D scores, while introducing low distortion -- quantified via membrane energy. In summary, our approach is training-free, highly automated, and consistently delivers high-quality mesh deformations.
