Dreamcrafter

Immersive Editing of 3D Radiance Fields Through Flexible, Generative Inputs and Outputs

1University of California, Berkeley 2University of California, Los Angeles

CHI 2025

Dreamcrafter enables editing of Radiance Field scenes with Generative AI models in an immersive VR spatial interface.

Overview

We present an immersive VR editor for generating and editing 3D gaussian splatting scenes and a workflow for composing scenes for generative images and videos.

Authoring 3D scenes is a central task for spatial computing applications. Competing visions for lowering existing barriers are (1) focus on immersive, direct manipulation of 3D content or (2) leverage AI techniques that capture real scenes (3D Radiance Fields such as, NeRFs, 3D Gaussian Splatting) and modify them at a higher level of abstraction, at the cost of high latency. We unify the complementary strengths of these approaches and investigate how to integrate generative AI advances into real-time, immersive 3D Radiance Field editing. We introduce Dreamcrafter, a VR-based 3D scene editing system that: (1) provides a modular architecture to integrate generative AI algorithms; (2) combines different levels of control for creating objects, including natural language and direct manipulation; and (3) introduces proxy representations that support interaction during high-latency operations. We contribute empirical findings on control preferences and discuss how generative AI interfaces beyond text input enhance creativity in scene editing and world building.

📝 Edit

Objects can be edited with voice and natural language instructions. A 2D image preview and spatial annotation is shown after choosing a variant.

💬 Prompt

New objects can be generated via prompting. Users can select from 3 variant generations and a 2D image preview is shown.

🎨 Sculpt

For finer control, new objects can be generated via sculpting. Users arrange basic primitives and use ControlNet to stylize into a realistic object.

After editing, full fidelity objects are created and edited in an offline process, replacing the proxy representations in the scene.


✨ Magic Camera: Stage Scenes for Scene/Video Generation

The Magic Camera allows users to position a virtual camera within a scene and apply stylization based on prompts using the ControlNet module, analogous to rendering a frame in 3D editors. This stylized output can be used as the inception for creating a high fideltiy scene by using the image input for image-to-video or image-to-3D models, enabling an iterative design process for creating and editing 3D scenes in Dreamcrafter. The system serves as a tool for spatial prompting, allowing users to create, stage, and stylize scenes using coarse low fidelity objects in a VR interface, and explore high fidelity 3D scene generation through video diffusion models. Dreamcrafter's capabilities could further enhance generative AI design systems for 2D, video, and 3D outputs for world building and future world models.

Magic Camera indoor scene example.

Magic Camera Input and Output
Prompt: "realistic apartment living room"

Interactive Splat Viewer (hover)

Image-to-Video Generation (Luma Ray)

Magic Camera outdoor scene example.

Magic Camera Input and Output
Prompt: "a holiday party in a hotel atrium, snowman, Christmas, gingerbread house"

Interactive Splat Viewer (hover)

Image-to-Video Generation (Luma Ray)

Magic Camera indoor scene 2 example.

Magic Camera Input and Output
Prompt: "realistic outdoor patio in university with cherry blossom tree, chairs, benches, plants"

Interactive Splat Viewer (hover)

Image-to-Video Generation (Luma Ray)


Design Objectives

Our design process was guided by four key principles that shaped Dreamcrafter's architecture and interaction model:

1. Focus on creating and editing radiance field objects in VR

Dreamcrafter enables users to populate scenes with photorealistic radiance field objects or scenes by either modifying existing captures or generating entirely new objects.

VR radiance field editing

2. Enable both direct manipulation and instruction-based editing

The system combines low-level direct manipulation with high-level instruction-based editing, giving users flexibility in control. Fine-grained operations such as positioning or resizing can be performed directly in VR in addition to crafting the general shape of an object to guide generation, while larger stylistic or structural edits can be expressed through natural language prompts aided by scene context aware VLMs. We support interactions that transform low fidelity inputs into high fidelity outputs from generative priors.

Direct manipulation and instruction-based editing

3. Modular architecture to allow integration of future generative models

Our system is designed with extensibility in mind, featuring a modular architecture that can accommodate new generative AI models for images, 2D/3D editing, 3D object/scene, and video generation.

Modular architecture for AI integration

4. Preserve real-time interaction for high latency editing operations

We maintain real-time responsive interactions through proxy representations and asynchronous processing, ensuring that high-latency AI operations don't interrupt the user's creative flow or break the immersive experience.

Real-time interaction with proxy representations

We envision Dreamcrafter as a world creation and staging tool for future generative systems, including large-scale environment generation and emerging 3D representations such as video and implicit world models. We position Dreamcrafter as an early inception of immersive, AI-driven world-building paradigms, with the goal of informing the design of future creative tools that blend direct manipulation with generative AI capabilities.

Presentation Video

BibTeX

If you find our work helpful, please consider citing our paper.

@inproceedings{vachha2025dreamcrafter,
      author = {Vachha, Cyrus and Kang, Yixiao and Dive, Zach and Chidambaram, Ashwat and Gupta, Anik and Jun, Eunice and Hartmann, Bj\"{o}rn},
      title = {Dreamcrafter: Immersive Editing of 3D Radiance Fields Through Flexible, Generative Inputs and Outputs},
      year = {2025},
      publisher = {Association for Computing Machinery},
      doi = {10.1145/3706598.3714312},
      url = {https://doi.org/10.1145/3706598.3714312},
      booktitle = {Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems},
      series = {CHI '25}
      }