Scene-Level Heterogeneous Physics Simulation with 3D Gaussian Splats
- URL: http://arxiv.org/abs/2606.21753v1
- Date: Fri, 19 Jun 2026 21:12:52 GMT
- Title: Scene-Level Heterogeneous Physics Simulation with 3D Gaussian Splats
- Abstract summary: 3D Gaussian Splatting (3DGS) has achieved state-of-the-art rendering, but the representation gap prevents these assets from being physically interactive.<n>We propose a novel framework that bridges this gap by enabling 3DGS assets to participate in scene-level, heterogeneous, multi-solver physical simulations.<n>We demonstrate complex, two-way interactions between deformable 3DGS assets, standard CG assets such as fluids and meshes, and large-scale captured static environments.
- Score: 32.12749945486662
- License: http://creativecommons.org/licenses/by/4.0/
- 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.
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