GASP: Gaussian Splatting for Physic-Based Simulations
Piotr Borycki, Weronika Smolak, Joanna Waczyńska, Marcin Mazur, Sławomir Tadeja, Przemysław Spurek
TL;DR
GASP integrates Gaussian Splatting with physics engines by representing objects as GaMeS-based flat Gaussians and transforming them to triangle soup for point-based physics, then back to Gaussians. It introduces a continuum-mechanics constitutive model, Material Point Method for dynamics, Gaussian control rules to suppress artifacts, and a Gaussian hierarchy to accelerate simulations. The approach operates without modifying the underlying physics engine, and demonstrates stable, high-fidelity simulations across static and dynamic scenes, including multi-object interactions, with quantitative gains in speed over baseline methods. The work demonstrates practical integration with Genesis, Blender, and Taichi Elements, broadening the applicability of GS in physics-based 3D animation and simulation.
Abstract
Physics simulation is paramount for modeling and utilizing 3D scenes in various real-world applications. However, integrating with state-of-the-art 3D scene rendering techniques such as Gaussian Splatting (GS) remains challenging. Existing models use additional meshing mechanisms, including triangle or tetrahedron meshing, marching cubes, or cage meshes. Alternatively, we can modify the physics-grounded Newtonian dynamics to align with 3D Gaussian components. Current models take the first-order approximation of a deformation map, which locally approximates the dynamics by linear transformations. In contrast, our GS for Physics-Based Simulations (GASP) pipeline uses parametrized flat Gaussian distributions. Consequently, the problem of modeling Gaussian components using the physics engine is reduced to working with 3D points. In our work, we present additional rules for manipulating Gaussians, demonstrating how to adapt the pipeline to incorporate meshes, control Gaussian sizes during simulations, and enhance simulation efficiency. This is achieved through the Gaussian grouping strategy, which implements hierarchical structuring and enables simulations to be performed exclusively on selected Gaussians. The resulting solution can be integrated into any physics engine that can be treated as a black box. As demonstrated in our studies, the proposed pipeline exhibits superior performance on a diverse range of benchmark datasets designed for 3D object rendering. The project webpage, which includes additional visualizations, can be found at https://waczjoan.github.io/GASP.
