SketchRodGS: Sketch-based Extraction of Slender Geometries for Animating Gaussian Splatting Scenes
Haato Watanabe, Nobuyuki Umetani
TL;DR
Slender structures in Gaussian splatting lack robust connectivity for physics-based animation. The paper introduces a screen-space shortest-path approach solved by dynamic programming to extract a 3D polyline guided by a user sketch, embedding the slender part for elastic rod simulation. Key contributions include robust connectivity extraction from noisy Gaussian primitives, occlusion handling, and real-time performance on in-the-wild data, with an end-to-end pipeline that integrates skinning and discrete elastic rod simulation. This enables interactive, deformation-aware content creation directly from Gaussian splatting representations and lays groundwork for extending to generalized cylinders and surface meshes.
Abstract
Physics simulation of slender elastic objects often requires discretization as a polyline. However, constructing a polyline from Gaussian splatting is challenging as Gaussian splatting lacks connectivity information and the configuration of Gaussian primitives contains much noise. This paper presents a method to extract a polyline representation of the slender part of the objects in a Gaussian splatting scene from the user's sketching input. Our method robustly constructs a polyline mesh that represents the slender parts using the screen-space shortest path analysis that can be efficiently solved using dynamic programming. We demonstrate the effectiveness of our approach in several in-the-wild examples.
