Research map / 3D vision / Gaussian splatting
Gaussian Splashing: Unified Particles for Versatile Motion Synthesis and Rendering
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Gaussian Splashing integrates position-based dynamics (solids and fluids) with 3D Gaussian Splatting and PBR-style rendering so reconstructed scenes can be physically animated and re-rendered from novel views.
Problem
Combining physics-based simulation of solids and fluids with 3DGS-reconstructed scenes is hard: large rotational deformation produces spiky artifacts, fluid particles shift substantially, and vanilla 3DGS cannot render translucent, specular fluids.
Approach
Uses a unified particle representation under PBD: an anisotropy loss and per-kernel normals keep solid Gaussians stable under deformation, simulation particles are decoupled from rendering kernels and interpolated via GMLS, and fluids are rendered with specular PBR shading plus thickness-dependent Beer's-law refraction and position-based surface tension.
Key results
- Scenes with up to ~334K solid and ~280K fluid Gaussian kernels are simulated and rendered; e.g., the Waves scene runs at 8.1 s overall simulation time per step on an RTX 3090 (Table 1).
- Anisotropy regularization removes fuzzy and spiky artifacts under large deformation, shown qualitatively in ablations (Fig. 4).
- Specular PBR shading makes fluids look realistic rather than smoke-like, shown qualitatively against diffuse-only rendering (Fig. 5).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Add anisotropy regularization during 3DGS training (ablation) | GSP · Deformed solid rendering | render quality | Helped |
| Add specular reflections to fluid kernels (ablation) | GSP · Dynamic fluid rendering | render realism | Helped |
| Add nearly-soft shadow mapping (ablation) | GSP · Dynamic scene rendering | visual realism | Helped |
| Add LaMa inpainting for displaced-object regions (ablation) | GSP · Cup & dog scene | render quality | Helped |
Limitations
- Reduced accuracy of PBD-based simulation compared to more complex constitutive models.
- Fluid rendering is far from perfect; ellipsoid splatting does not model refraction fully.
- Evaluation is largely qualitative, with no quantitative metrics reported in the main text.
Experimental setup
Baselines: PhysGaussian
Builds on: 3D Gaussian Splatting GaussianShader Position-Based Fluids PhysGaussian NeuS
Closest papers by meaning
- Fully Explicit Dynamic Gaussian Splatting (NeurIPS 2024 · similarity 0.91)
- OmniPhysGS: 3D Constitutive Gaussians for General Physics-Based Dynamics Generation (ICLR 2025 · similarity 0.89)
- SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering (CVPR 2024 · similarity 0.89)
- Reflective Gaussian Splatting (ICLR 2025 · similarity 0.89)
- Subsurface Scattering for Gaussian Splatting (NeurIPS 2024 · similarity 0.89)
- HybridGS: Decoupling Transients and Statics with 2D and 3D Gaussian Splatting (CVPR 2025 · similarity 0.89)
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