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NeuMA: Neural Material Adaptor for Visual Grounding of Intrinsic Dynamics

NeurIPS 2024 · 3D vision › Gaussian splatting · approach: Monocular dynamic scene reconstruction · 9 citations (OpenAlex)

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Proposes NeuMA, which learns a LoRA-style neural correction on top of pretrained neural constitutive laws inside an MPM simulator, trained end-to-end through a particle-bound 3D Gaussian Splatting renderer to ground intrinsic dynamics from visual observations.

Problem

Visual grounding of intrinsic material dynamics from videos: pure neural simulators can violate physics and generalize poorly, while expert-defined physical simulators may not match actual dynamics.

Approach

Model the material as a physics prior M0 (pretrained Neural Constitutive Law) plus a learned low-rank residual correction (LoRA), and bridge MPM particles to images via Particle-GS, a 3DGS variant whose Gaussian kernels are bound to multiple nearby simulation particles through a Mahalanobis-distance chi-squared binding.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Add a residual material adaptor to the fixed physical priorNeuMA · Six synthetic dynamics benchmarks, averageChamfer distance: 12.18 -> 1.31Helped
Add a residual material adaptor rather than using the fixed prior alone (ablation)NeuMA · BouncyBallChamfer distance: 1.87 -> 1.19Helped
Add a residual material adaptor rather than using the fixed prior alone (ablation)NeuMA · JellyDuckChamfer distance: 3.63 -> 3.03Helped
Add a residual material adaptor rather than using the fixed prior alone (ablation)NeuMA · RubberPawnChamfer distance: 1.42 -> 1.27Helped
Add a residual material adaptor rather than using the fixed prior alone (ablation)NeuMA · ClayCatChamfer distance: 1.36 -> 1.00Helped
Add a residual material adaptor rather than using the fixed prior alone (ablation)NeuMA · SandFishChamfer distance: 1.21 -> 0.65Helped
Add a residual material adaptor rather than using the fixed prior alone (ablation)NeuMA · HoneyBottleChamfer distance: 1.23 -> 0.73Helped
Use particle binding instead of treating Gaussian kernels as physical particles (ablation)NeuMA · JellyDuckChamfer distance: 28.42 -> 3.03Helped
Use particle binding instead of treating Gaussian kernels as physical particles (ablation)NeuMA · BouncyBallChamfer distance: 3.34 -> 1.19Helped
Use particle binding instead of treating Gaussian kernels as physical particles (ablation)NeuMA · RubberPawnChamfer distance: 4.62 -> 1.27Helped
Use particle binding instead of treating Gaussian kernels as physical particles (ablation)NeuMA · ClayCatChamfer distance: 1.26 -> 1.00Helped
Use particle binding instead of treating Gaussian kernels as physical particles (ablation)NeuMA · SandFishChamfer distance: 0.97 -> 0.65Helped

Surprising findings

Limitations

Experimental setup

Datasets: Synthetic benchmarks BouncyBall, JellyDuck, RubberPawn, ClayCat, HoneyBottle, SandFish (MPM-simulated, Blender-rendered) Spring-Gaus real-world data (Bun, Burger, Dog, Pig)

Benchmarks: BouncyBall JellyDuck RubberPawn ClayCat SandFish HoneyBottle Spring-Gaus real-world scenes

Metrics: L2 Chamfer distance PSNR SSIM LPIPS

Baselines: PAC-NeRF NCLaw NCLaw + Particle-GS Spring-Gaus NeuMA w/o Bind NeuMA w/o delta M

Builds on: NCLaw PAC-NeRF PhysGaussian 3D Gaussian Splatting LoRA

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