# GS-Verse: Mesh-based Gaussian Splatting for Physics-aware Interaction in Virtual Reality

arXiv: https://arxiv.org/abs/2510.11878 · HTML: https://mlsanity.com/paper/2510.11878/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 29 of its 54 references that are in the map.
- First posted on arXiv 13 Oct 2025.

## Builds on (most cited first, 29 of 29)

- [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)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [Structured 3D Latents for Scalable and Versatile 3D Generation](https://mlsanity.com/paper/2412.01506/) (2024)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (2023)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)
- [PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics](https://mlsanity.com/paper/2311.12198/) (2023)
- [Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians](https://mlsanity.com/paper/2403.14166/) (2024)
- [VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction](https://mlsanity.com/paper/2402.17427/) (2024)
- [VR-GS: A Physical Dynamics-Aware Interactive Gaussian Splatting System in Virtual Reality](https://mlsanity.com/paper/2401.16663/) (2024)
- [StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering](https://mlsanity.com/paper/2402.00525/) (2024)
- [VR-NeRF: High-Fidelity Virtualized Walkable Spaces](https://mlsanity.com/paper/2311.02542/) (2023)
- [FoV-NeRF: Foveated Neural Radiance Fields for Virtual Reality](https://mlsanity.com/paper/2103.16365/) (2021)
- [GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting](https://mlsanity.com/paper/2402.01459/) (2024)
- [NeuralEditor: Editing Neural Radiance Fields via Manipulating Point Clouds](https://mlsanity.com/paper/2305.03049/) (2023)
- [On the Error Analysis of 3D Gaussian Splatting and an Optimal Projection Strategy](https://mlsanity.com/paper/2402.00752/) (2024)
- [VR-Splatting: Foveated Radiance Field Rendering via 3D Gaussian Splatting and Neural Points](https://mlsanity.com/paper/2410.17932/) (2024)
- [GASP: Gaussian Splatting for Physic-Based Simulations](https://mlsanity.com/paper/2409.05819/) (2024)
- [Advancing Extended Reality with 3D Gaussian Splatting: Innovations and Prospects](https://mlsanity.com/paper/2412.06257/) (2024)
- [VRSplat: Fast and Robust Gaussian Splatting for Virtual Reality](https://mlsanity.com/paper/2505.10144/) (2025)
- [GeoSVR: Taming Sparse Voxels for Geometrically Accurate Surface Reconstruction](https://mlsanity.com/paper/2509.18090/) (2025)
- [Real-World Textured Things: a Repository of Textured Models Generated with Modern Photo-Reconstruction Tools](https://mlsanity.com/paper/2004.14753/) (2020)
- [MeshSplats: Mesh-Based Rendering with Gaussian Splatting Initialization](https://mlsanity.com/paper/2502.07754/) (2025)
- [ImmerseGen: Agent-Guided Immersive World Generation with Alpha-Textured Proxies](https://mlsanity.com/paper/2506.14315/) (2025)
- [Affine-Equivariant Kernel Space Encoding for NeRF Editing](https://mlsanity.com/paper/2508.02831/) (2025)
- [MultiPlaneNeRF: Neural Radiance Field with Non-Trainable Representation](https://mlsanity.com/paper/2305.10579/) (2023)

## Built on by (most cited first, 2 of 2)

- [i-PhysGaussian: Implicit Physical Simulation for 3D Gaussian Splatting](https://mlsanity.com/paper/2602.17117/) (2026)
- [Real-Time Physics Simulation with Dynamic Mesh-Gaussian Reconstructions](https://mlsanity.com/paper/2606.00444/) (2026)

## Abstract (arXiv)

As the demand for immersive 3D content grows, the need for intuitive and efficient interaction methods becomes paramount. Current techniques for physically manipulating 3D content within Virtual Reality (VR) often face significant limitations, including reliance on engineering-intensive processes and simplified geometric representations, such as tetrahedral cages, which can compromise visual fidelity and physical accuracy. In this paper, we introduce GS-Verse (Gaussian Splatting for Virtual Environment Rendering and Scene Editing), a novel method designed to overcome these challenges by directly integrating an object's mesh with a Gaussian Splatting (GS) representation. Our approach enables more precise surface approximation, leading to highly realistic deformations and interactions. By leveraging existing 3D mesh assets, GS-Verse facilitates seamless content reuse and simplifies the development workflow. Moreover, our system is designed to be physics-engine-agnostic, granting developers robust deployment flexibility. This versatile architecture delivers a highly realistic, adaptable, and intuitive approach to interactive 3D manipulation. We rigorously validate our method against the current state-of-the-art technique that couples VR with GS in a comparative user study involving 18 participants. Specifically, we demonstrate that our approach is statistically significantly better for physics-aware stretching manipulation and is also more consistent in other physics-based manipulations like twisting and shaking. Further evaluation across various interactions and scenes confirms that our method consistently delivers high and reliable performance, showing its potential as a plausible alternative to existing methods.
