Scene-Level Heterogeneous Physics Simulation with 3D Gaussian Splats

📅 2026-06-19
📈 Citations: 0
Influential: 0
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🤖 AI Summary
Existing 3D Gaussian splatting methods struggle to achieve scene-level bidirectional interaction with complex static environments and heterogeneous physical entities such as fluids and meshes. This work proposes a representation abstraction framework that unifies diverse assets—including Gaussian splats, proxy meshes, and fluids—into a common set of physical particles, enabling multi-solver coupled simulation within a solver-agnostic physics kernel. The results are then mapped back to their original representations through a vision–physics coupling mechanism. This approach is the first to enable deformable 3D Gaussian splats to participate in bidirectional physical interactions within real-world scenes containing intricate collision geometries, successfully demonstrating realistic coupling phenomena with fluids, meshes, and large-scale physical environments.
📝 Abstract
3D Gaussian Splatting (3DGS) has achieved state-of-the-art photorealistic rendering, but the representation gap prevents these assets from being physically interactive. Production-grade physics engines do not understand the 3DGS representation, while prior physics-for-3DGS methods are monolithic silos. These prior works are fundamentally limited, demonstrating only object-centric physics in isolated environments, such as on an ideal plane. They are incapable of interacting with complex static collision geometry or heterogeneous assets. We propose a novel framework that, for the first time, bridges this gap by enabling 3DGS assets to participate in scene-level, heterogeneous, multi-solver physical simulations. Our core contribution is a Representation Abstraction Framework that translates all diverse assets, including 3DGS, virtual meshes, and fluids, into a unified physical particle set. This abstraction is key to enabling complex behaviors, such as the non-rigid deformation of 3DGS assets, within a unified physics pipeline. This particle set, along with the static scene collision boundaries derived from scene capture, is processed within a solver-agnostic physics kernel. The physical results are then mapped back to drive each asset's specific visual reconstruction. This architecture unlocks capabilities impossible with prior art. We demonstrate complex, two-way interactions between deformable 3DGS assets, standard CG assets such as fluids and meshes, and large-scale captured static environments, showcasing realistic coupled phenomena that were previously unattainable.
Problem

Research questions and friction points this paper is trying to address.

3D Gaussian Splatting
physics simulation
scene-level interaction
heterogeneous assets
collision handling
Innovation

Methods, ideas, or system contributions that make the work stand out.

3D Gaussian Splatting
heterogeneous physics simulation
scene-level interaction
representation abstraction
multi-solver framework
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