# SketchRodGS: Sketch-based Extraction of Slender Geometries for Animating Gaussian Splatting Scenes

arXiv: https://arxiv.org/abs/2601.02072 · HTML: https://mlsanity.com/paper/2601.02072/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 8 of its 17 references that are in the map.
- First posted on arXiv 5 Jan 2026.

## Builds on (most cited first, 8 of 8)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics](https://mlsanity.com/paper/2311.12198/) (2023)
- [VR-GS: A Physical Dynamics-Aware Interactive Gaussian Splatting System in Virtual Reality](https://mlsanity.com/paper/2401.16663/) (2024)
- [3D Gaussian Blendshapes for Head Avatar Animation](https://mlsanity.com/paper/2404.19398/) (2024)
- [Gaussian Splashing: Unified Particles for Versatile Motion Synthesis and Rendering](https://mlsanity.com/paper/2401.15318/) (2024)
- [RigNet: Neural Rigging for Articulated Characters](https://mlsanity.com/paper/2005.00559/) (2020)
- [Drag Your Gaussian: Effective Drag-Based Editing with Score Distillation for 3D Gaussian Splatting](https://mlsanity.com/paper/2501.18672/) (2025)

## Built on by (most cited first, 1 of 1)

- [Neural Gabor Splatting: Enhanced Gaussian Splatting with Neural Gabor for High-frequency Surface Reconstruction](https://mlsanity.com/paper/2604.15941/) (2026)

## Abstract (arXiv)

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.
