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RainyGS: Efficient Rain Synthesis with Physically-Based Gaussian Splatting

CVPR 2025 · 3D vision › Gaussian splatting · approach: Deformable 4D Gaussian splatting · 9 citations (OpenAlex)

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Adds physically-based dynamic rain (raindrops, splashes, puddle shallow-water dynamics, reflections and refractions) to 3D Gaussian Splatting reconstructions of in-the-wild scenes, rendering above 30 fps.

Problem

Adding photorealistic, physically accurate dynamic rain effects to in-the-wild scenes is hard for NeRF/3DGS methods, which are built for novel view synthesis, and for physics simulations, which need skilled artists and are slow.

Approach

Reconstruct the scene with PGSR, then simulate water accumulation on a height map with shallow-water equations and render raindrops, splashes, specular reflections, refractions and highlights via screen-space ray tracing inside a fast Gaussian Splatting rasterization pipeline.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Add RainyGS rain synthesis to PGSRPGSR · GardenTime Per Frame: 0.007 s -> 0.032 sHurt
Add RainyGS rain synthesis to PGSRPGSR · GardenPeak Video Memory: 7.989 GB -> 8.561 GBHurt
Add screen-space specular reflection (ablation)RainyGS · Rainy scene renderingvisual realismHelped
Add glossy highlights (ablation)RainyGS · Rainy scene renderingvisual realismHelped
Add refraction (ablation)RainyGS · Rainy scene renderingvisual realismHelped
Add the Fresnel term (ablation)RainyGS · Rainy scene renderingvisual realismHelped
Add flying streaks (ablation)RainyGS · Rainy scene renderingvisual realismHelped

Limitations

Experimental setup

Datasets: MipNeRF360 Tanks and Temples Waymo

Benchmarks: MipNeRF360 scenes (Garden, Treehill, Bicycle) Tanks and Temples (Family, Truck) Waymo driving scenes

Metrics: time per frame peak video memory

Baselines: Rain Motion Runway Gen-3 Alpha V2V Instruct-GS2GS PGSR + ray tracing

Builds on: 3D Gaussian Splatting PGSR shallow water simulation (Chentanez and Müller) PhysGaussian Gaussian Splashing

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