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Gaussian Splashing: Unified Particles for Versatile Motion Synthesis and Rendering

CVPR 2025 · 3D vision › Gaussian splatting · approach: Deformable 4D Gaussian splatting · 14 citations (OpenAlex)

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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

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Add anisotropy regularization during 3DGS training (ablation)GSP · Deformed solid renderingrender qualityHelped
Add specular reflections to fluid kernels (ablation)GSP · Dynamic fluid renderingrender realismHelped
Add nearly-soft shadow mapping (ablation)GSP · Dynamic scene renderingvisual realismHelped
Add LaMa inpainting for displaced-object regions (ablation)GSP · Cup & dog scenerender qualityHelped

Limitations

Experimental setup

Baselines: PhysGaussian

Builds on: 3D Gaussian Splatting GaussianShader Position-Based Fluids PhysGaussian NeuS

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