# P-CORE: Self-Supervised Surface Consistency for Point-Based Neural Editing

arXiv: https://arxiv.org/abs/2609.03349 · HTML: https://mlsanity.com/paper/2609.03349/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 43 of its 89 references that are in the map.
- First posted on arXiv 3 Sep 2026.

## Builds on (most cited first, 30 of 43)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [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)
- [Objaverse: A Universe of Annotated 3D Objects](https://mlsanity.com/paper/2212.08051/) (2022)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [Point-NeRF: Point-based Neural Radiance Fields](https://mlsanity.com/paper/2201.08845/) (2022)
- [SynSin: End-to-end View Synthesis from a Single Image](https://mlsanity.com/paper/1912.08804/) (2019)
- [SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes](https://mlsanity.com/paper/2312.14937/) (2023)
- [GaussianEditor: Swift and Controllable 3D Editing with Gaussian Splatting](https://mlsanity.com/paper/2311.14521/) (2023)
- [Neural Point-Based Graphics](https://mlsanity.com/paper/1906.08240/) (2019)
- [NeRF-Editing: Geometry Editing of Neural Radiance Fields](https://mlsanity.com/paper/2205.04978/) (2022)
- [Point-Based Neural Rendering with Per-View Optimization](https://mlsanity.com/paper/2109.02369/) (2021)
- [VR-GS: A Physical Dynamics-Aware Interactive Gaussian Splatting System in Virtual Reality](https://mlsanity.com/paper/2401.16663/) (2024)
- [Neural-Pull: Learning Signed Distance Functions from Point Clouds by Learning to Pull Space onto Surfaces](https://mlsanity.com/paper/2011.13495/) (2020)
- [NeuMesh: Learning Disentangled Neural Mesh-based Implicit Field for Geometry and Texture Editing](https://mlsanity.com/paper/2207.11911/) (2022)
- [Points2Surf: Learning Implicit Surfaces from Point Cloud Patches](https://mlsanity.com/paper/2007.10453/) (2020)
- [Neural Cages for Detail-Preserving 3D Deformations](https://mlsanity.com/paper/1912.06395/) (2019)
- [St4RTrack: Simultaneous 4D Reconstruction and Tracking in the World](https://mlsanity.com/paper/2504.13152/) (2025)
- [Differentiable Point-Based Radiance Fields for Efficient View Synthesis](https://mlsanity.com/paper/2205.14330/) (2022)
- [Deforming Radiance Fields with Cages](https://mlsanity.com/paper/2207.12298/) (2022)
- [GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting](https://mlsanity.com/paper/2402.01459/) (2024)
- [Neural Point Light Fields](https://mlsanity.com/paper/2112.01473/) (2021)
- [NeuralEditor: Editing Neural Radiance Fields via Manipulating Point Clouds](https://mlsanity.com/paper/2305.03049/) (2023)
- [GS-DiT: Advancing Video Generation with Pseudo 4D Gaussian Fields through Efficient Dense 3D Point Tracking](https://mlsanity.com/paper/2501.02690/) (2025)
- [EditableNeRF: Editing Topologically Varying Neural Radiance Fields by Key Points](https://mlsanity.com/paper/2212.04247/) (2022)
- [Mesh-based Gaussian Splatting for Real-time Large-scale Deformation](https://mlsanity.com/paper/2402.04796/) (2024)
- [Pointersect: Neural Rendering with Cloud-Ray Intersection](https://mlsanity.com/paper/2304.12390/) (2023)
- [Mani-GS: Gaussian Splatting Manipulation with Triangular Mesh](https://mlsanity.com/paper/2405.17811/) (2024)

## Abstract (arXiv)

Advances in neural rendering have enabled high-fidelity multi-view reconstruction of 3D scenes. However, free-form non-rigid shape editing remains a significant challenge. Point-based neural representations are highly desirable for multi-view reconstruction because they lack fixed connectivity, which does not constrain the learned surface topology to that of the initialization. Yet this same property causes point-based representations to struggle with holes and surface discontinuities under large deformations. To address this, we propose a novel self-supervised method to enable point-based representations to adapt to large deformations without requiring ground truth multi-view images of deformed geometry. The key idea is to generate random deformations and to ensure consistency in the predicted surface before and after deformation. In particular, the surface prediction from the deformed point cloud should be the same as the deformation applied to the surface prediction from the original point cloud. We incorporate our approach into attention-based point representations, which differ from splatting-based point representations in their use of a learned interpolation kernel between points as opposed to a Gaussian kernel around each point. This learned interpolation kernel can learn to adapt to large deformations, without requiring addition or removal of points. We show that our framework significantly enhances its robustness to large deformations. Experiments on synthetic geometry editing benchmarks (Neural Editor, Objaverse) demonstrate that our approach outperforms existing point-based methods in zero-shot editing and significantly reduces artifacts. Furthermore, qualitative results on the DTU and Mip-NeRF 360 datasets demonstrate our method's effectiveness on real-world scenes.
