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BlenderGym: Benchmarking Foundational Model Systems for Graphics Editing

Yunqi Gu
Ian Huang
Jihyeon Je
Guandao Yang
Leonidas Guibas
Abstract

3D graphics editing is crucial in applications like movie production and game design, yet it remains a time-consuming process that demands highly specialized domain expertise. Automating this process is challenging because graphical editing requires performing a variety of tasks, each requiring distinct skill sets. Recently, vision-language models (VLMs) have emerged as a powerful framework for automating the editing process, but their development and evaluation are bottlenecked by the lack of a comprehensive benchmark that requires human-level perception and presents real-world editing complexity. In this work, we present BlenderGym, the first comprehensive VLM system benchmark for 3D graphics editing. BlenderGym evaluates VLM systems through code-based 3D reconstruction tasks. We evaluate closed- and open-source VLM systems and observe that even the state-of-the-art VLM system struggles with tasks relatively easy for human Blender users. Enabled by BlenderGym, we study how inference scaling techniques impact VLM's performance on graphics editing tasks. Notably, our findings reveal that the verifier used to guide the scaling of generation can itself be improved through inference scaling, complementing recent insights on inference scaling of LLM generation in coding and math tasks. We further show that inference compute is not uniformly effective and can be optimized by strategically distributing it between generation and verification.

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@article{gu2025_2504.01786,
  title={ BlenderGym: Benchmarking Foundational Model Systems for Graphics Editing },
  author={ Yunqi Gu and Ian Huang and Jihyeon Je and Guandao Yang and Leonidas Guibas },
  journal={arXiv preprint arXiv:2504.01786},
  year={ 2025 }
}
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