ReDesign is presented, an agentic framework that grows an editable layer hierarchy by selecting and composing specialized tools across modalities, and achieves strong visual fidelity while delivering the highest editability across layout, color, and text edits.
Abstract
Recovering an editable design file from a raster image is a common and costly bottleneck in modern design workflows, yet remains challenging since editability depends on recovering multi-modal attributes, such as typography, vector geometry, colors, grouping, and layer ordering. We present ReDesign, an agentic framework that grows an editable layer hierarchy by selecting and composing specialized tools across modalities. To keep this long decision process reliable despite imperfect tool outputs, we introduce graceful verification at each expansion, which provides local accept, prune, or retry feedback that prevents error accumulation and avoids large scale reruns. To evaluate editability at scale, we introduce the Figma Edit Replay Benchmark, consisting of 909 raw Figma files and 14,796 controlled edit instructions that replay edits on reconstructed outputs. Across this benchmark and standard reconstruction metrics, ReDesign achieves strong visual fidelity while delivering the highest editability across layout, color, and text edits, outperforming layered decomposition baselines and serial tool use pipelines.
Recent image-generation models and multimodal agents can produce high-quality visuals for increasingly complex visual communication tasks. Yet their raster outputs remain difficult to use directly because meaningful content and relationships are flattened into pixels, preventing users from inspecting, modifying, rearranging, or reusing individual components. We formulate image-to-editable reconstruction, which recovers a structured, directly manipulable artifact from a raster image while preserving its visual and semantic content. The central challenge is to jointly satisfy Fidelity and Editability, which often trade off in practice. To study this task, we introduce DrawAI, comprising an agentic benchmark, DrawAI-Bench, and a reconstruction workflow, DrawAI-Flow. DrawAI-Bench spans scientific figures, presentation slides, posters, and diagrams, combining real and AI-generated images to reflect practical visual-creation scenarios. It evaluates Fidelity and Editability through a hybrid protocol of 39 criteria: deterministic rule-based metrics measure properties with direct correspondences, while asset-specific vision-language rubrics capture semantic and perceptual qualities for which exact matching is misleading. Besides, we propose DrawAI-Flow, a two-stage agentic workflow in which a Parser Agent turns extracted elements evidence into an explicit reconstruction plan, and a Reconstruction Agent realizes the plan as executable graphics code through an iterative code-render-validate-revise loop. On DrawAI-Bench, we systematically evaluate thirteen models across five agent harnesses to study the effects of model capability, harness choice, and workflow design. The results show that reconstruction quality and costs vary substantially across model-harness configurations, while DrawAI-Flow consistently improves editable structure.
Pu Cao, Qingye Kong, Xuedan Yin et al.· 2 citations· ⚡1
This work presents a training-free multi-agent system that edits existing 3D meshes directly in Blender by emulating the iterative workflow of human artists, and views this work as an exploratory step toward visual-centric agentic geometry editing in professional graphics software.
Bo Pang, Jiaqi Pan, Xiao-Chen Zhang et al.· 0 citations
While diffusion base models such as GPT-Image-2 and Nano-Banana exhibit remarkable visual expressiveness, their end-to-end generation inherently yields flattened bitmaps with error-prone text, precluding layer-wise post-editing. Conversely, code-based visual generation via Coding Agents provides precise layout control and decoupled layers, yet remains constrained by a lack of global aesthetic intuition and the difficulty of coding complex visual assets. To address this, we propose Editable Visual Design, a new paradigm driven by a Coding Agent. We designate the VLM as the ``creative brain''for requirement comprehension, task planning, and aesthetic judgment, while utilizing the image generation model as an on-demand ``visual world simulator''to synthesize standalone visual assets. Operating under an ``imagine first, then act''closed-loop workflow, the agent generates isolated assets, writes native HTML/CSS, and iteratively refines the design against visual rendering feedback. Furthermore, Agent Design Replay faithfully reproduces the creative and reasoning trajectory akin to that of professional human designers. Ultimately, the system delivers editable artifacts with decoupled layers and real text, enabling users to perform intuitive mouse dragging and layout adjustments on a graphical user interface. Validations on posters, infographics, and other scenarios show that this paradigm successfully achieves both refined aesthetics and production-grade editability.
Jun-Yan Ye, Wei Liu, Dong-Zhi Jiang et al.· 0 citations
Object-centric learning aims to represent scenes as objects whose properties can be reused in new combinations. Existing evaluations usually score segmentation, single-image factor prediction, or downstream accuracy, but these tests do not directly ask whether a per-object representation behaves correctly under a controlled semantic edit. We introduce EditCLEVR, a paired-scene intervention benchmark in which each example contains a before/after pair of CLEVR-style renders with the same object indices and scene layout, and either exactly one known attribute change on one known object or a no-edit re-render for drift measurement. The protocol includes probe-free diagnostics for representation-change localization and stability, together with probe-decoded semantic faithfulness metrics that test whether the predicted scene change matches the intended intervention across in-distribution and compositional out-of-distribution (OOD) suites, allowing code-space movement and decoded object-attribute correctness to be evaluated separately. We introduce the semantic metric Scene-Graph Intervention Accuracy (SGIA), which requires the full after-scene prediction to be correct and the only predicted before-to-after semantic change to be the intended object-factor edit. We also establish Delta-SGIA as a companion diagnostic that checks the single-site change pattern without requiring the full after-scene graph to be correct. Baseline evaluations on ground-truth-mask backbones, learned-slot models, SAM 2 + frozen-ViT models, and one mask-feature hybrid indicate that CoGenT-OOD-core degradation can persist under ground-truth instance masks, that mask source accounts for part but not all of native performance, and that locality or stability alone can overstate semantic faithfulness. Code is available at https://github.com/torux-bughunter/EditCLEVR.
Anuraag Gadehothur Karnam, T. Sathish· arXiv.org· 0 citations
CADIR, an agent-friendly executable intermediate representation for CAD generation and cross-backend editing, and a construction-graph retrieval method for text and image queries that supports both full-graph and subgraph retrieval, enabling agents to leverage complete models and modeling substructures.
Yu Liu, Jingzhe Ni, Yi-Ming Chen et al.· 1 citation
Producing a hand-buildable, colored brick model of a 3D object from a few casual photographs is a clean testbed for a broader challenge: generating 3D content that meets hard physical-assembly constraints under a discrete, budget-limited voxel grid. On a coarse lattice, visual resemblance and structural stability pull against each other, yet prior brick pipelines address only one side and treat voxelization as fixed preprocessing rather than a variable to optimize. We present ResemBrick, which couples the two. Budgeted occupancy completion reframes discretization as allocation: given a target occupied-voxel count, a single resolution-conditioned network decides in one feed-forward pass which surface voxels to fill for best appearance, one weight set spanning 13 resolutions. Buildability by construction then combines support- and look-ahead-aware greedy placement with a deterministic, provably terminating repair that grounds every floating component. Under a matched budget, ResemBrick surpasses existing voxel selectors in perceptual fidelity while uniquely reaching zero floating and zero unstable bricks on unfiltered held-out objects; as a complete pipeline, it attains the best perceptual fidelity among prior brick-construction systems. Our results point to treating discretization and assembly as tightly coupled stages rather than independent ones.
Xilun Chen, Hanwen Wan, Yu-Song Zhao et al.· 0 citations
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