# Gaussian Splashing: Unified Particles for Versatile Motion Synthesis and Rendering

arXiv: https://arxiv.org/abs/2401.15318 · HTML: https://mlsanity.com/paper/2401.15318/

## Key facts

- Cited by 37 papers in the map (data through 14 Oct 2026).
- Builds on 48 of its 89 references that are in the map.
- First posted on arXiv 27 Jan 2024.

## Builds on (most cited first, 30 of 48)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (2021)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [Nerfies: Deformable Neural Radiance Fields](https://mlsanity.com/paper/2011.12948/) (2020)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [Neural Sparse Voxel Fields](https://mlsanity.com/paper/2007.11571/) (2020)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [Neural Scene Flow Fields for Space-Time View Synthesis of Dynamic Scenes](https://mlsanity.com/paper/2011.13084/) (2020)
- [Resolution-robust Large Mask Inpainting with Fourier Convolutions](https://mlsanity.com/paper/2109.07161/) (2021)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [FastNeRF: High-Fidelity Neural Rendering at 200FPS](https://mlsanity.com/paper/2103.10380/) (2021)
- [Point-NeRF: Point-based Neural Radiance Fields](https://mlsanity.com/paper/2201.08845/) (2022)
- [NeRV: Neural Reflectance and Visibility Fields for Relighting and View Synthesis](https://mlsanity.com/paper/2012.03927/) (2020)
- [HumanNeRF: Free-viewpoint Rendering of Moving People from Monocular Video](https://mlsanity.com/paper/2201.04127/) (2022)
- [Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting](https://mlsanity.com/paper/2310.10642/) (2023)
- [Non-Rigid Neural Radiance Fields: Reconstruction and Novel View Synthesis of a Dynamic Scene From Monocular Video](https://mlsanity.com/paper/2012.12247/) (2020)
- [Putting NeRF on a Diet: Semantically Consistent Few-Shot View Synthesis](https://mlsanity.com/paper/2104.00677/) (2021)
- [NeRD: Neural Reflectance Decomposition from Image Collections](https://mlsanity.com/paper/2012.03918/) (2020)
- [Dynamic View Synthesis from Dynamic Monocular Video](https://mlsanity.com/paper/2105.06468/) (2021)
- [Space-time Neural Irradiance Fields for Free-Viewpoint Video](https://mlsanity.com/paper/2011.12950/) (2020)
- [PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics](https://mlsanity.com/paper/2311.12198/) (2023)
- [PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relighting](https://mlsanity.com/paper/2104.00674/) (2021)
- [Neural Radiance Flow for 4D View Synthesis and Video Processing](https://mlsanity.com/paper/2012.09790/) (2020)
- [GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians](https://mlsanity.com/paper/2312.02069/) (2023)
- [GaussianShader: 3D Gaussian Splatting with Shading Functions for Reflective Surfaces](https://mlsanity.com/paper/2311.17977/) (2023)
- [NeRF-Editing: Geometry Editing of Neural Radiance Fields](https://mlsanity.com/paper/2205.04978/) (2022)
- [HyperNeRF: A Higher-Dimensional Representation for Topologically Varying Neural Radiance Fields](https://mlsanity.com/paper/2106.13228/) (2021)
- [Neural-PIL: Neural Pre-Integrated Lighting for Reflectance Decomposition](https://mlsanity.com/paper/2110.14373/) (2021)

## Built on by (most cited first, 30 of 37)

- [DreamPhysics: Learning Physics-Based 3D Dynamics with Video Diffusion Priors](https://mlsanity.com/paper/2406.01476/) (2024)
- [AutoVFX: Physically Realistic Video Editing from Natural Language Instructions](https://mlsanity.com/paper/2411.02394/) (2024)
- [DecoupledGaussian: Object-Scene Decoupling for Physics-Based Interaction](https://mlsanity.com/paper/2503.05484/) (2025)
- [Grounding Creativity in Physics: A Brief Survey of Physical Priors in AIGC](https://mlsanity.com/paper/2502.07007/) (2025)
- [Direct and Adaptable Mesh-Gaussian Scene Reconstruction from Multi-View Images](https://mlsanity.com/paper/2405.06945/) (2024)
- [MaGS: Reconstructing and Simulating Dynamic 3D Objects with Mesh-adsorbed Gaussian Splatting](https://mlsanity.com/paper/2406.01593/) (2024)
- [MASIV: Toward Material-Agnostic System Identification from Videos](https://mlsanity.com/paper/2508.01112/) (2025)
- [Let it Snow! Animating 3D Gaussian Scenes with Dynamic Weather Effects via Physics-Guided Score Distillation](https://mlsanity.com/paper/2504.05296/) (2025)
- [TwinAligner: Visual-Dynamic Alignment Empowers Physics-aware Real2Sim2Real for Robotic Manipulation](https://mlsanity.com/paper/2512.19390/) (2025)
- [MOSIV: Multi-Object System Identification from Videos](https://mlsanity.com/paper/2603.06022/) (2026)
- [PromptVFX: Text-Driven Fields for Open-World 3D Gaussian Animation](https://mlsanity.com/paper/2506.01091/) (2025)
- [From 2D to 3D Cognition: A Brief Survey of General World Models](https://mlsanity.com/paper/2506.20134/) (2025)
- [GSDeformer: Direct, Real-time and Extensible Cage-based Deformation for 3D Gaussian Splatting](https://mlsanity.com/paper/2405.15491/) (2024)
- [Thin-Shell-SfT: Fine-Grained Monocular Non-rigid 3D Surface Tracking with Neural Deformation Fields](https://mlsanity.com/paper/2503.19976/) (2025)
- [PhysTalk: Language-driven Real-time Physics in 3D Gaussian Scenes](https://mlsanity.com/paper/2512.24986/) (2025)
- [i-PhysGaussian: Implicit Physical Simulation for 3D Gaussian Splatting](https://mlsanity.com/paper/2602.17117/) (2026)
- [MotionPhysics: Learnable Motion Distillation for Text-Guided Simulation](https://mlsanity.com/paper/2601.00504/) (2026)
- [FieryGS: In-the-Wild Fire Synthesis with Physics-Integrated Gaussian Splatting](https://mlsanity.com/paper/2605.00177/) (2026)
- [Physics-Aware 3D Gaussian Editing for Driving Scene Generation](https://mlsanity.com/paper/2605.25373/) (2026)
- [DIGS: Dynamic CBCT Reconstruction using Deformation-Informed 4D Gaussian Splatting and a Low-Rank Free-Form Deformation Model](https://mlsanity.com/paper/2506.22280/) (2025)
- [From Volume Rendering to 3D Gaussian Splatting: Theory and Applications](https://mlsanity.com/paper/2510.18101/) (2025)
- [SketchRodGS: Sketch-based Extraction of Slender Geometries for Animating Gaussian Splatting Scenes](https://mlsanity.com/paper/2601.02072/) (2026)
- [WildDepth: A Multimodal Dataset for 3D Wildlife Perception and Depth Estimation](https://mlsanity.com/paper/2603.16816/) (2026)
- [Physics-Grounded Fluid Video Generation with a Simulation Dataset and Dual-Stream Optical-Flow Supervision](https://mlsanity.com/paper/2607.25321/) (2026)
- [When 3D Gaussian Splatting Recovers Real Surfaces](https://mlsanity.com/paper/2608.30054/) (2026)
- [Scene-Level Heterogeneous Physics Simulation with 3D Gaussian Splats](https://mlsanity.com/paper/2606.21753/) (2026)
- [MeGAS: Thermomechanical Dynamic Gaussian Splatting for Thermophysical Scene Editing](https://mlsanity.com/paper/2606.23455/) (2026)
- [DR-GS: Physically-Based Deformable and Relightable 2D Gaussians](https://mlsanity.com/paper/2606.29379/) (2026)
- [Learning Implicit Constitutive Laws for Dynamic 3D Gaussian Splatting from Monocular Videos](https://mlsanity.com/paper/2608.22102/) (2026)
- [VersaGauss: A Versatile Framework for Generating Multiphase Dynamics with 3D Gaussians](https://mlsanity.com/paper/2608.28069/) (2026)

## Abstract (arXiv)

We demonstrate the feasibility of integrating physics-based animations of solids and fluids with 3D Gaussian Splatting (3DGS) to create novel effects in virtual scenes reconstructed using 3DGS. Leveraging the coherence of the Gaussian Splatting and Position-Based Dynamics (PBD) in the underlying representation, we manage rendering, view synthesis, and the dynamics of solids and fluids in a cohesive manner. Similar to GaussianShader, we enhance each Gaussian kernel with an added normal, aligning the kernel's orientation with the surface normal to refine the PBD simulation. This approach effectively eliminates spiky noises that arise from rotational deformation in solids. It also allows us to integrate physically based rendering to augment the dynamic surface reflections on fluids. Consequently, our framework is capable of realistically reproducing surface highlights on dynamic fluids and facilitating interactions between scene objects and fluids from new views. For more information, please visit our project page at urlhttps://gaussiansplashing.github.io/.
