# GASP: Gaussian Splatting for Physic-Based Simulations

arXiv: https://arxiv.org/abs/2409.05819 · HTML: https://mlsanity.com/paper/2409.05819/

## Key facts

- Cited by 24 papers in the map (data through 14 Oct 2026).
- Builds on 15 of its 27 references that are in the map.
- First posted on arXiv 9 Sep 2024.

## Builds on (most cited first, 15 of 15)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fields](https://mlsanity.com/paper/2112.03907/) (2021)
- [PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics](https://mlsanity.com/paper/2311.12198/) (2023)
- [SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes](https://mlsanity.com/paper/2312.14937/) (2023)
- [PhysDreamer: Physics-Based Interaction with 3D Objects via Video Generation](https://mlsanity.com/paper/2404.13026/) (2024)
- [VR-GS: A Physical Dynamics-Aware Interactive Gaussian Splatting System in Virtual Reality](https://mlsanity.com/paper/2401.16663/) (2024)
- [DynMF: Neural Motion Factorization for Real-time Dynamic View Synthesis with 3D Gaussian Splatting](https://mlsanity.com/paper/2312.00112/) (2023)
- [Physics3D: Learning Physical Properties of 3D Gaussians via Video Diffusion](https://mlsanity.com/paper/2406.04338/) (2024)
- [GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting](https://mlsanity.com/paper/2402.01459/) (2024)
- [D-MiSo: Editing Dynamic 3D Scenes using Multi-Gaussians Soup](https://mlsanity.com/paper/2405.14276/) (2024)

## Built on by (most cited first, 24 of 24)

- [Generative Physical AI in Vision: A Survey](https://mlsanity.com/paper/2501.10928/) (2025)
- [A Survey on 3D Gaussian Splatting Applications: Segmentation, Editing, and Generation](https://mlsanity.com/paper/2508.09977/) (2025)
- [DecoupledGaussian: Object-Scene Decoupling for Physics-Based Interaction](https://mlsanity.com/paper/2503.05484/) (2025)
- [MiraGe: Editable 2D Images using Gaussian Splatting](https://mlsanity.com/paper/2410.01521/) (2024)
- [Grounding Creativity in Physics: A Brief Survey of Physical Priors in AIGC](https://mlsanity.com/paper/2502.07007/) (2025)
- [MASIV: Toward Material-Agnostic System Identification from Videos](https://mlsanity.com/paper/2508.01112/) (2025)
- [MOSIV: Multi-Object System Identification from Videos](https://mlsanity.com/paper/2603.06022/) (2026)
- [FruitNinja: 3D Object Interior Texture Generation with Gaussian Splatting](https://mlsanity.com/paper/2411.12089/) (2024)
- [GausSim: Foreseeing Reality by Gaussian Simulator for Elastic Objects](https://mlsanity.com/paper/2412.17804/) (2024)
- [PhysGaia: A Physics-Aware Benchmark with Multi-Body Interactions for Dynamic Novel View Synthesis](https://mlsanity.com/paper/2506.02794/) (2025)
- [Affine-Equivariant Kernel Space Encoding for NeRF Editing](https://mlsanity.com/paper/2508.02831/) (2025)
- [Gaussian-Augmented Physics Simulation and System Identification with Complex Colliders](https://mlsanity.com/paper/2511.06846/) (2025)
- [SoMA: A Real-to-Sim Neural Simulator for Robotic Soft-body Manipulation](https://mlsanity.com/paper/2602.02402/) (2026)
- [Real2Sim: A Physics-driven and Editable Gaussian Splatting Framework for Autonomous Driving Scenes](https://mlsanity.com/paper/2605.13591/) (2026)
- [GS-Verse: Mesh-based Gaussian Splatting for Physics-aware Interaction in Virtual Reality](https://mlsanity.com/paper/2510.11878/) (2025)
- [IRIS: Intersection-aware Ray-based Implicit Editable Scenes](https://mlsanity.com/paper/2603.15368/) (2026)
- [HSImul3R: Physics-in-the-Loop Reconstruction of Simulation-Ready Human-Scene Interactions](https://mlsanity.com/paper/2603.15612/) (2026)
- [REdiSplats: Ray Tracing for Editable Gaussian Splatting](https://mlsanity.com/paper/2503.12284/) (2025)
- [Generalized Dynamics Generation towards Scannable Physical World Model](https://mlsanity.com/paper/2510.15041/) (2025)
- [Gaussian Swaying: Surface-Based Framework for Aerodynamic Simulation with 3D Gaussians](https://mlsanity.com/paper/2512.01306/) (2025)
- [VeloGauss: Learning Physically Consistent Gaussian Velocity Fields from Videos](https://mlsanity.com/paper/2605.10567/) (2026)
- [Real-Time Physics Simulation with Dynamic Mesh-Gaussian Reconstructions](https://mlsanity.com/paper/2606.00444/) (2026)
- [Scene-Level Heterogeneous Physics Simulation with 3D Gaussian Splats](https://mlsanity.com/paper/2606.21753/) (2026)
- [GaussPDE: Graph-Based Partial Differential Equation-Driven Rendering for 3D Gaussian Splatting](https://mlsanity.com/paper/2609.27264/) (2026)

## Abstract (arXiv)

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.
