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Part-level co-move groups: geometry containment + VLM semantic merging

Two-layer part-quality stack for the 3D editing data engine · 2026-07-22
3d-editingpart-segmentationVLMdata-engine

TL;DR

The correct edit unit is neither a raw P3-SAM part nor the whole object — it is a co-move group built by two complementary layers: geometry (for what the VLM can't SEE) + VLM (for what geometry can't KNOW).
Downstream: part-removal 9/10 → 12/12; semantic "add a hat/wings/tail" pairs 28/30 (93%) — with no X-Part, no GPU, real geometry.

1 · Problem — flat segmentation vs nested semantic parts

Move the head. OLD (middle) moves the single P3-SAM part → eyes/teeth left behind (horror). NEW (right) moves the co-move group → the whole head travels.

2 · Geometry layer — three moves (handles what the VLM can't see)

After all three moves: the human head (inner+outer wall + eyeballs) moves as one; the cat's face/mouth/teeth all follow. No stray parts.
10 assets, move-a-part. [original | OLD single-part | NEW co-move group]. E.g. row 6: the whole pink-haired rider (13-part group) moves off the dragon; row 8: the chick's comb follows the head.

3 · VLM layer — group + name in one call (handles what geometry can't know)

The colored input the VLM sees: each geometry cluster a distinct flat color + legend. It reasons over solid colored regions, not transparent point scatters.
Move a semantic part. [before | geometry co-move group | VLM semantic group]. Row 2 (head): geometry alone moves only the eyeballs (1 pid); the VLM group unifies 4 clusters → the whole head moves, hands & base correctly left.

4 · Two-layer division + downstream gains

TaskBeforeAfter (semantic units)
E3 remove part9/1012/12
E2 add part (semantic reverse: "add a hat/wings/tail")6/10 (X-Part chain)28/30 = 93%
"Add a part" needs no X-Part: remove a real VLM-named accessory (hat/wings/tail), reverse the pair. Geometry & texture are real, placement perfect, $0, no GPU.
30 semantic add-part pairs [before: without | after: with], green = dual-blind judge pass. 28/30. Natural instructions: add a hat / staff / wings / tail / helmet / boots.
Method report · part-quality stack for the WilD3DGen editing data engine · single pilot (200 assets)