GASP: Gaussian Splatting for Physic-Based Simulations

1Jagiellonian University, 2University of Cambridge
*Equal contribution

Abstract

Physics simulation is paramount for modeling and utilizing 3D scenes in various real-world applications. However, integrating with state-of-the-art 3D scene rendering techniques such as Gaussian Splatting (GS) remains challenging. Existing models use additional meshing mechanisms, including triangle or tetrahedron meshing, marching cubes, or cage meshes. Alternatively, we can modify the physics-grounded Newtonian dynamics to align with 3D Gaussian components. Current models take the first-order approximation of a deformation map, which locally approximates the dynamics by linear transformations. In contrast, our GS for Physics-Based Simulations (GASP) pipeline uses parametrized flat Gaussian distributions. Consequently, the problem of modeling Gaussian components using the physics engine is reduced to working with 3D points. In our work, we present additional rules for manipulating Gaussians, demonstrating how to adapt the pipeline to incorporate meshes, control Gaussian sizes during simulations, and enhance simulation efficiency. This is achieved through the Gaussian grouping strategy, which implements hierarchical structuring and enables simulations to be performed exclusively on selected Gaussians. The resulting solution can be integrated into any physics engine that can be treated as a black box. As demonstrated in our studies, the proposed pipeline exhibits superior performance on a diverse range of benchmark datasets designed for 3D object rendering.

Pipeline scheme
GASP produces physical simulations in flat GS. It works with static GS models like GaMeS or dynamic ones like D-MiSo. (In general, GASP can be applied to any GS-based model which uses flat Gaussians.) First, we take the flat Gaussianand convert it to the GaMeS format. Each flat Gaussian component is converted to three points (triangle face). Then, the physical engineis run on a point cloud to obtain trajectories for our 3D model. Finally, we convert points into Gaussian components by reverse GaMeS parametrization

GASP model can work with dynamic scenes. In the example w model dynamic 3D scenes by D-MiSo and physical properties to the selected frame of dynamic scenes.

GASP integrates GS with a physical engine to gener-ate realistic simulations.

Essentially, Our model utilizes set of triangle soup to parameterize Gaussian components. This approach reduces modifying Gaussian components to 3D point clouds (consisting of vertices of triangles) processing, enabling efficient and rapid rendering

Results obtained by GASP on scene bonsai and fox. We can add extra element like falling ducks.

More examples

Model work directly on points extracted from flat Gaussians. In practice, physics moves all particles independently, which can produce artifacts. Therefore, we control the distance of points from each other. If some points are moved extremely far, we automatically correct such behaviors by clipping scaling parameters in GS.

Illustration of the correction process: The left side highlights the existing issues, while the right side demonstrates the model's effective handling of them.