# Point'n Move: Interactive Scene Object Manipulation on Gaussian Splatting Radiance Fields

arXiv: https://arxiv.org/abs/2311.16737 · HTML: https://mlsanity.com/paper/2311.16737/

## Key facts

- Cited by 27 papers in the map (data through 14 Oct 2026).
- Builds on 19 of its 26 references that are in the map.
- First posted on arXiv 28 Nov 2023.

## Builds on (most cited first, 19 of 19)

- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Resolution-robust Large Mask Inpainting with Fourier Convolutions](https://mlsanity.com/paper/2109.07161/) (2021)
- [Differentiable Surface Splatting for Point-based Geometry Processing](https://mlsanity.com/paper/1906.04173/) (2019)
- [Learning Object-Compositional Neural Radiance Field for Editable Scene Rendering](https://mlsanity.com/paper/2109.01847/) (2021)
- [Editing Conditional Radiance Fields](https://mlsanity.com/paper/2105.06466/) (2021)
- [NeRF-Editing: Geometry Editing of Neural Radiance Fields](https://mlsanity.com/paper/2205.04978/) (2022)
- [SPIn-NeRF: Multiview Segmentation and Perceptual Inpainting with Neural Radiance Fields](https://mlsanity.com/paper/2211.12254/) (2022)
- [NeuMesh: Learning Disentangled Neural Mesh-based Implicit Field for Geometry and Texture Editing](https://mlsanity.com/paper/2207.11911/) (2022)
- [ShaRF: Shape-conditioned Radiance Fields from a Single View](https://mlsanity.com/paper/2102.08860/) (2021)
- [Deforming Radiance Fields with Cages](https://mlsanity.com/paper/2207.12298/) (2022)
- [Removing Objects From Neural Radiance Fields](https://mlsanity.com/paper/2212.11966/) (2022)
- [Control-NeRF: Editable Feature Volumes for Scene Rendering and Manipulation](https://mlsanity.com/paper/2204.10850/) (2022)
- [NeuralEditor: Editing Neural Radiance Fields via Manipulating Point Clouds](https://mlsanity.com/paper/2305.03049/) (2023)
- [Reference-guided Controllable Inpainting of Neural Radiance Fields](https://mlsanity.com/paper/2304.09677/) (2023)
- [Differentiable Blocks World: Qualitative 3D Decomposition by Rendering Primitives](https://mlsanity.com/paper/2307.05473/) (2023)
- [OR-NeRF: Object Removing from 3D Scenes Guided by Multiview Segmentation with Neural Radiance Fields](https://mlsanity.com/paper/2305.10503/) (2023)
- [PAPR: Proximity Attention Point Rendering](https://mlsanity.com/paper/2307.11086/) (2023)

## Built on by (most cited first, 27 of 27)

- [A Survey on 3D Gaussian Splatting](https://mlsanity.com/paper/2401.03890/) (2024)
- [Recent Advances in 3D Gaussian Splatting](https://mlsanity.com/paper/2403.11134/) (2024)
- [3D Gaussian as a New Era: A Survey](https://mlsanity.com/paper/2402.07181/) (2024)
- [3D Gaussian Splatting: Survey, Technologies, Challenges, and Opportunities](https://mlsanity.com/paper/2407.17418/) (2024)
- [InFusion: Inpainting 3D Gaussians via Learning Depth Completion from Diffusion Prior](https://mlsanity.com/paper/2404.11613/) (2024)
- [Texture-GS: Disentangling the Geometry and Texture for 3D Gaussian Splatting Editing](https://mlsanity.com/paper/2403.10050/) (2024)
- [SemGauss-SLAM: Dense Semantic Gaussian Splatting SLAM](https://mlsanity.com/paper/2403.07494/) (2024)
- [Gaussian Splatting: 3D Reconstruction and Novel View Synthesis, a Review](https://mlsanity.com/paper/2405.03417/) (2024)
- [What Is The Best 3D Scene Representation for Robotics? From Geometric to Foundation Models](https://mlsanity.com/paper/2512.03422/) (2025)
- [DepthLab: From Partial to Complete](https://mlsanity.com/paper/2412.18153/) (2024)
- [Gaussian Frosting: Editable Complex Radiance Fields with Real-Time Rendering](https://mlsanity.com/paper/2403.14554/) (2024)
- [A Survey on 3D Gaussian Splatting Applications: Segmentation, Editing, and Generation](https://mlsanity.com/paper/2508.09977/) (2025)
- [Z-Splat: Z-Axis Gaussian Splatting for Camera-Sonar Fusion](https://mlsanity.com/paper/2404.04687/) (2024)
- [A Survey on 3D Human Avatar Modeling -- From Reconstruction to Generation](https://mlsanity.com/paper/2406.04253/) (2024)
- [iSegMan: Interactive Segment-and-Manipulate 3D Gaussians](https://mlsanity.com/paper/2505.11934/) (2025)
- [View-consistent Object Removal in Radiance Fields](https://mlsanity.com/paper/2408.02100/) (2024)
- [FruitNinja: 3D Object Interior Texture Generation with Gaussian Splatting](https://mlsanity.com/paper/2411.12089/) (2024)
- [DARB-Splatting: Generalizing Splatting with Decaying Anisotropic Radial Basis Functions](https://mlsanity.com/paper/2501.12369/) (2025)
- [Bootstraping Clustering of Gaussians for View-consistent 3D Scene Understanding](https://mlsanity.com/paper/2411.19551/) (2024)
- [From 2D to 3D Cognition: A Brief Survey of General World Models](https://mlsanity.com/paper/2506.20134/) (2025)
- [High-fidelity 3D Gaussian Inpainting: preserving multi-view consistency and photorealistic details](https://mlsanity.com/paper/2507.18023/) (2025)
- [Align 3D Representation and Text Embedding for 3D Content Personalization](https://mlsanity.com/paper/2508.16932/) (2025)
- [Reconstructing Satellites in 3D from Amateur Telescope Images](https://mlsanity.com/paper/2404.18394/) (2024)
- [Gaussian Set Surface Reconstruction through Per-Gaussian Optimization](https://mlsanity.com/paper/2507.18923/) (2025)
- [MGStream: Motion-aware 3D Gaussian for Streamable Dynamic Scene Reconstruction](https://mlsanity.com/paper/2505.13839/) (2025)
- [RePaintGS: Reference-Guided Gaussian Splatting for Realistic and View-Consistent 3D Scene Inpainting](https://mlsanity.com/paper/2507.08434/) (2025)
- [ObjectSplat: Improving Mesh Fidelity and Interactivity for 3D Scenes via Object-Level Mesh Splatting](https://mlsanity.com/paper/2608.30423/) (2026)

## Abstract (arXiv)

We propose Point'n Move, a method that achieves interactive scene object manipulation with exposed region inpainting. Interactivity here further comes from intuitive object selection and real-time editing. To achieve this, we adopt Gaussian Splatting Radiance Field as the scene representation and fully leverage its explicit nature and speed advantage. Its explicit representation formulation allows us to devise a 2D prompt points to 3D mask dual-stage self-prompting segmentation algorithm, perform mask refinement and merging, minimize change as well as provide good initialization for scene inpainting and perform editing in real-time without per-editing training, all leads to superior quality and performance. We test our method by performing editing on both forward-facing and 360 scenes. We also compare our method against existing scene object removal methods, showing superior quality despite being more capable and having a speed advantage.
