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GENIE: Gaussian Encoding for Neural Radiance Fields Interactive Editing

Mikołaj Zieliński, Krzysztof Byrski, Tomasz Szczepanik, Przemysław Spurek

2025-08-11

GENIE: Gaussian Encoding for Neural Radiance Fields Interactive Editing

Summary

This paper talks about GENIE, a new way to improve 3D graphics made from pictures that combines two cool techniques: Neural Radiance Fields (NeRF) which make very realistic images, and Gaussian Splatting which makes the images easier to edit and faster to work with. GENIE lets users change or edit 3D scenes in real time, in ways that pay attention to specific areas, and it can also work together with physics simulations to make the changes more believable.

What's the problem?

The problem is that while NeRFs create photorealistic 3D scenes, they are hard to edit quickly and precisely because they represent scenes as complicated neural networks. On the other hand, Gaussian Splatting offers easier editing and faster rendering but lacks some of the fine details and realism NeRFs provide. The challenge was to find a way to have both realistic images and flexible, fast editing together.

What's the solution?

The paper introduces GENIE, which merges the realistic rendering power of NeRF with the editable structure of Gaussian Splatting. This combination creates a system where 3D scenes can be edited instantly in specific parts without losing quality. It also supports physics-based effects, meaning that changes in the scene can behave like real objects would, making the interaction feel natural.

Why it matters?

This matters because it makes working with 3D graphics easier and faster, especially for things like gaming, virtual reality, or simulations where you want high-quality images but also need to change or interact with the scene on the fly. GENIE helps bring realistic visuals and practical editing together, opening new possibilities for creating and manipulating 3D content.

Abstract

GENIE combines NeRF's photorealistic rendering with Gaussian Splatting's editable and structured representation, enabling real-time, locality-aware editing and integration with physics-based simulation.