Abstract:Recent advances in neural scene representations enable photorealistic novel-view synthesis, yet most methods remain tightly coupled to a single rendering paradigm, limiting their versatility and integration with conventional graphics workflows. We introduce Floating Radiance Networks (FlaRe), a neural scene representation combining explicit ray-traceable geometry with continuous neural radiance functions. A scene is represented by floating planar generalized Gaussian primitives, each carrying a compact latent descriptor of a local radiance field. A lightweight decoder shared across the scene maps this descriptor, local surface coordinates, and viewing direction to color and opacity. This formulation preserves the expressiveness of neural fields while providing an explicitly addressable structure that can be efficiently queried and manipulated. Hardware-accelerated primitive intersections enable interactive rendering and recursive ray-tracing, including reflections, refractions, transparency, and shadows. The same representation further supports primitive-level deformation, mesh extraction, and appearance stylization directly in its learned descriptor space. Experiments across standard reconstruction benchmarks demonstrate competitive rendering quality while using a compact set of primitives. Together, these results establish FlaRe as a versatile representation that brings high-fidelity neural rendering, ray-tracing, geometric manipulation, and appearance editing into a unified scene model. Source code is available online. Source code can be found at: https://github.com/KByrski/FlaRe
Abstract:In this paper, we present NEO, a unified framework providing language-guided NeRF editing for robotic manipulation. Our paper introduces (i) a language-guided object removal that combines neural field resampling with multiview-consistent progressive inpainting, (ii) a direct NeRF weight editing method utilizing knowledge distillation, composing original and edited NeRFs via a teacher-student model, enabling coherent modeling of future scene states before a robot executes an action, and (iii) the first benchmark (NEO-Dataset) for quantitatively evaluating NeRF scene editing methods suitable for robot manipulation. We show that our approach outperforms state-of-the-art baselines in scene editing tasks, including object removal and pick-and-place robotic experiments, yielding visually coherent and geometrically consistent edits that reduce artifacts commonly introduced by prior methods.
Abstract: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.