用高斯点模拟物理仿真,让3D场景动起来更高效
GASP: Gaussian Splatting for Physic-Based Simulations
- 用参数化高斯分布替代网格,将物理模拟转为点级操作
- 通过分组策略实现层级结构,仅对关键点模拟提升效率
- 兼容任意黑箱物理引擎,适合需要实时交互的3D应用
物理仿真在各类真实场景建模中至关重要,但与先进3D渲染技术如高斯点积(Gaussian Splatting, GS)的结合仍具挑战。现有方法依赖额外网格构建,如三角形或四面体网格、等值面提取或笼状网格。本文提出基于物理的高斯点积(GASP)框架,采用参数化平面高斯分布,将高斯组件建模问题转化为3D点操作。我们引入新的高斯操控规则,实现网格融合、动态调节高斯大小及提升模拟效率。核心在于高斯分组策略,支持层次化结构,仅对选定高斯点进行模拟。该方案可无缝集成至任意可视为黑箱的物理引擎。实验表明,该方法在多种用于3D物体渲染的基准数据集上表现优异。
原文摘要 · Abstract (English)
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.
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