# PAPR: Proximity Attention Point Rendering

arXiv: https://arxiv.org/abs/2307.11086 · HTML: https://mlsanity.com/paper/2307.11086/

## Key facts

- Cited by 16 papers in the map (data through 14 Oct 2026).
- Builds on 42 of its 55 references that are in the map.
- First posted on arXiv 20 Jul 2023.

## Builds on (most cited first, 30 of 42)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [U-Net: Convolutional Networks for Biomedical Image Segmentation](https://mlsanity.com/paper/1505.04597/) (2015)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Fourier Features Let Networks Learn High Frequency Functions in Low Dimensional Domains](https://mlsanity.com/paper/2006.10739/) (2020)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [Nerfies: Deformable Neural Radiance Fields](https://mlsanity.com/paper/2011.12948/) (2020)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [Neural Sparse Voxel Fields](https://mlsanity.com/paper/2007.11571/) (2020)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs](https://mlsanity.com/paper/2103.13744/) (2021)
- [Local Light Field Fusion: Practical View Synthesis with Prescriptive Sampling Guidelines](https://mlsanity.com/paper/1905.00889/) (2019)
- [Neural Fields in Visual Computing and Beyond](https://mlsanity.com/paper/2111.11426/) (2021)
- [FastNeRF: High-Fidelity Neural Rendering at 200FPS](https://mlsanity.com/paper/2103.10380/) (2021)
- [Point-NeRF: Point-based Neural Radiance Fields](https://mlsanity.com/paper/2201.08845/) (2022)
- [Baking Neural Radiance Fields for Real-Time View Synthesis](https://mlsanity.com/paper/2103.14645/) (2021)
- [Neural 3D Mesh Renderer](https://mlsanity.com/paper/1711.07566/) (2017)
- [Neural Geometric Level of Detail: Real-time Rendering with Implicit 3D Shapes](https://mlsanity.com/paper/2101.10994/) (2021)
- [Soft Rasterizer: A Differentiable Renderer for Image-based 3D Reasoning](https://mlsanity.com/paper/1904.01786/) (2019)
- [Advances in Neural Rendering](https://mlsanity.com/paper/2111.05849/) (2021)
- [SynSin: End-to-end View Synthesis from a Single Image](https://mlsanity.com/paper/1912.08804/) (2019)
- [Neural Point-Based Graphics](https://mlsanity.com/paper/1906.08240/) (2019)
- [DeepView: View Synthesis with Learned Gradient Descent](https://mlsanity.com/paper/1906.07316/) (2019)
- [Differentiable Surface Splatting for Point-based Geometry Processing](https://mlsanity.com/paper/1906.04173/) (2019)
- [NeRF-Editing: Geometry Editing of Neural Radiance Fields](https://mlsanity.com/paper/2205.04978/) (2022)
- [Pushing the Boundaries of View Extrapolation with Multiplane Images](https://mlsanity.com/paper/1905.00413/) (2019)
- [Point-Based Neural Rendering with Per-View Optimization](https://mlsanity.com/paper/2109.02369/) (2021)
- [Shape As Points: A Differentiable Poisson Solver](https://mlsanity.com/paper/2106.03452/) (2021)

## Built on by (most cited first, 16 of 16)

- [Point'n Move: Interactive Scene Object Manipulation on Gaussian Splatting Radiance Fields](https://mlsanity.com/paper/2311.16737/) (2023)
- [Learning 3D Particle-based Simulators from RGB-D Videos](https://mlsanity.com/paper/2312.05359/) (2023)
- [PlanarSplatting: Accurate Planar Surface Reconstruction in 3 Minutes](https://mlsanity.com/paper/2412.03451/) (2024)
- [Differentiable Point-based Inverse Rendering](https://mlsanity.com/paper/2312.02480/) (2023)
- [RPBG: Towards Robust Neural Point-based Graphics in the Wild](https://mlsanity.com/paper/2405.05663/) (2024)
- [PAPR in Motion: Seamless Point-level 3D Scene Interpolation](https://mlsanity.com/paper/2406.05533/) (2024)
- [Learning Naturally Aggregated Appearance for Efficient 3D Editing](https://mlsanity.com/paper/2312.06657/) (2023)
- [HashPoint: Accelerated Point Searching and Sampling for Neural Rendering](https://mlsanity.com/paper/2404.14044/) (2024)
- [Lagrangian Hashing for Compressed Neural Field Representations](https://mlsanity.com/paper/2409.05334/) (2024)
- [Affine-Equivariant Kernel Space Encoding for NeRF Editing](https://mlsanity.com/paper/2508.02831/) (2025)
- [MetricGrids: Arbitrary Nonlinear Approximation with Elementary Metric Grids based Implicit Neural Representation](https://mlsanity.com/paper/2503.10000/) (2025)
- [SA-ResGS: Self-Augmented Residual 3D Gaussian Splatting for Next Best View Selection](https://mlsanity.com/paper/2601.03024/) (2026)
- [RigPAPR: Rig-Based Animation of Static Neural Point Clouds from a Fixed-Viewpoint Video](https://mlsanity.com/paper/2606.06685/) (2026)
- [PointGT: Simultaneous Geometry and Texture Editing for Point-Based Representations](https://mlsanity.com/paper/2609.03341/) (2026)
- [P-CORE: Self-Supervised Surface Consistency for Point-Based Neural Editing](https://mlsanity.com/paper/2609.03349/) (2026)
- [TruncGradGS: Improved 3D Gaussian Splatting via Truncated Gradient Updates](https://mlsanity.com/paper/2609.03534/) (2026)

## Abstract (arXiv)

Learning accurate and parsimonious point cloud representations of scene surfaces from scratch remains a challenge in 3D representation learning. Existing point-based methods often suffer from the vanishing gradient problem or require a large number of points to accurately model scene geometry and texture. To address these limitations, we propose Proximity Attention Point Rendering (PAPR), a novel method that consists of a point-based scene representation and a differentiable renderer. Our scene representation uses a point cloud where each point is characterized by its spatial position, influence score, and view-independent feature vector. The renderer selects the relevant points for each ray and produces accurate colours using their associated features. PAPR effectively learns point cloud positions to represent the correct scene geometry, even when the initialization drastically differs from the target geometry. Notably, our method captures fine texture details while using only a parsimonious set of points. We also demonstrate four practical applications of our method: zero-shot geometry editing, object manipulation, texture transfer, and exposure control. More results and code are available on our project website at https://zvict.github.io/papr/.
