CVMar 16

IRIS: Intersection-aware Ray-based Implicit Editable Scenes

arXiv:2603.1536838.9h-index: 16Has Code
AI Analysis

This work addresses the problem of slow training and rendering in neural scene editing for researchers and practitioners in computer graphics, offering an incremental improvement over existing hybrid methods.

The paper tackles the computational inefficiency in neural scene representation methods by introducing IRIS, a framework that uses analytical sampling and continuous feature aggregation to achieve high-fidelity, real-time rendering and flexible shape editing.

Neural Radiance Fields achieve high-fidelity scene representation but suffer from costly training and rendering, while 3D Gaussian splatting offers real-time performance with strong empirical results. Recently, solutions that harness the best of both worlds by using Gaussians as proxies to guide neural field evaluations, still suffer from significant computational inefficiencies. They typically rely on stochastic volumetric sampling to aggregate features, which severely limits rendering performance. To address this issue, a novel framework named IRIS (Intersection-aware Ray-based Implicit Editable Scenes) is introduced as a method designed for efficient and interactive scene editing. To overcome the limitations of standard ray marching, an analytical sampling strategy is employed that precisely identifies interaction points between rays and scene primitives, effectively eliminating empty space processing. Furthermore, to address the computational bottleneck of spatial neighbor lookups, a continuous feature aggregation mechanism is introduced that operates directly along the ray. By interpolating latent attributes from sorted intersections, costly 3D searches are bypassed, ensuring geometric consistency, enabling high-fidelity, real-time rendering, and flexible shape editing. Code can be found at https://github.com/gwilczynski95/iris.

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