3D Editing in Real Images Made Easy
Text and 2D-conditioning interfaces provide weak, ambiguous control over spatial transformations in image editing — particularly under large object motions and camera changes. Prior work has used 3D primitives such as boxes, but only as loose conditioning signals indicating approximate object location rather than specifying the transformation.
We instead use 3D boxes as structured specifications: the user provides the input and output boxes of the edit, casting editing as a well-posed geometry problem. This "thinking in boxes" interface, where each box face is color-coded to convey 3D orientation, gives precise control over translation, rotation, scaling, and viewpoint changes in real images while preserving scene and object identity, and recovering previously unseen object regions. To ground transformations in scene appearance, we introduce a depth-aligned planar floor as a global reference frame, shaded with depth-aware cues.
Conditioned on this structure, an image generator produces consistent results under large transformations. Trained in two stages — on synthetic multi-object scenes and a small set of real-world videos from Objectron — the system generalizes to complex, in-the-wild real images. Our method operates directly on real photographs and substantially outperforms recent state-of-the-art methods on large 3D edits.
Editing pipeline. (1) Users provide a real source image and (2) fit 3D boxes to the objects within the scene using a point-and-click interface. (3) The boxes can be manipulated in 3D space, allowing for scaling, rotation, translation, and camera moves. Both the source and target box layouts are projected into 2D and serve, alongside the source image, as inputs to an image editing model. (4) The model generates an edit that respects the underlying scene geometry and follows the user's layout.
A bite-sized preview of our editor. Pick a source scene, choose an edit operation, play around with the controls and the right panel shows the corresponding generated result. For full control over the boxes, use the Demo provided in the project repository.
Our model is trained in two stages:
I) A large synthetic dataset rendered in Blender and
II) Fine-tuning on real-world Objectron videos.
A snapshot of the data and recipe used to produce the model behind every result on this page.
Base model: FLUX-Kontext. Source image, source-box layout Lsrc, and target-box layout Ltgt are encoded by the VAE and concatenated along the spatial dimension. Joint attention in MMDiT lets image tokens attend to source-layout tokens (for appearance) and target-layout tokens (for position). Per-face color coding on the boxes encodes 3D orientation; the checkered floor anchors a global reference frame disambiguating object and camera transformations.
Pick a set A–C or Baselines to browse the full grid of results.
Click to play its image → source box → target box → generation transition.
If you find our work useful, please consider citing:
@misc{bhat2026thinkingboxes3dediting, title = {Thinking in Boxes: 3D Editing in Real Images Made Easy}, author = {Pradhaan S Bhat and Naveen Chandra R and Rishubh Parihar and Vaibhav Vavilala and R. Venkatesh Babu and D. A. Forsyth and Anand Bhattad}, year = {2026}, eprint = {2606.20556}, archivePrefix = {arXiv}, primaryClass = {cs.CV}, url = {https://arxiv.org/abs/2606.20556} }