# IRIS: Intersection-aware Ray-based Implicit Editable Scenes

arXiv: https://arxiv.org/abs/2603.15368 · HTML: https://mlsanity.com/paper/2603.15368/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 23 of its 31 references that are in the map.
- First posted on arXiv 16 Mar 2026.

## Builds on (most cited first, 23 of 23)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fields](https://mlsanity.com/paper/2304.06706/) (2023)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [Nerfstudio: A Modular Framework for Neural Radiance Field Development](https://mlsanity.com/paper/2302.04264/) (2023)
- [PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics](https://mlsanity.com/paper/2311.12198/) (2023)
- [Decomposing NeRF for Editing via Feature Field Distillation](https://mlsanity.com/paper/2205.15585/) (2022)
- [NeRF-Editing: Geometry Editing of Neural Radiance Fields](https://mlsanity.com/paper/2205.04978/) (2022)
- [NeuMesh: Learning Disentangled Neural Mesh-based Implicit Field for Geometry and Texture Editing](https://mlsanity.com/paper/2207.11911/) (2022)
- [3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes](https://mlsanity.com/paper/2407.07090/) (2024)
- [GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting](https://mlsanity.com/paper/2402.01459/) (2024)
- [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)
- [NeuPhysics: Editable Neural Geometry and Physics from Monocular Videos](https://mlsanity.com/paper/2210.12352/) (2022)
- [Triangle Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2505.19175/) (2025)
- [NeuralEditor: Editing Neural Radiance Fields via Manipulating Point Clouds](https://mlsanity.com/paper/2305.03049/) (2023)
- [EditableNeRF: Editing Topologically Varying Neural Radiance Fields by Key Points](https://mlsanity.com/paper/2212.04247/) (2022)
- [GASP: Gaussian Splatting for Physic-Based Simulations](https://mlsanity.com/paper/2409.05819/) (2024)
- [Neural Implicit Representations for Physical Parameter Inference from a Single Video](https://mlsanity.com/paper/2204.14030/) (2022)
- [Affine-Equivariant Kernel Space Encoding for NeRF Editing](https://mlsanity.com/paper/2508.02831/) (2025)
- [HuSc3D: Human Sculpture dataset for 3D object reconstruction](https://mlsanity.com/paper/2506.07628/) (2025)

## Built on by (most cited first, 2 of 2)

- [Floating Radiance Networks](https://mlsanity.com/paper/2608.05920/) (2026)
- [P-CORE: Self-Supervised Surface Consistency for Point-Based Neural Editing](https://mlsanity.com/paper/2609.03349/) (2026)

## Abstract (arXiv)

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.
