# SplashSplat: Reconstructing Splashing Liquids from Real-World Multi-View Videos

arXiv: https://arxiv.org/abs/2609.20818 · HTML: https://mlsanity.com/paper/2609.20818/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 27 of its 55 references that are in the map.
- First posted on arXiv 17 Sep 2026.

## Builds on (most cited first, 27 of 27)

- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [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)
- [SAM 3: Segment Anything with Concepts](https://mlsanity.com/paper/2511.16719/) (2025)
- [Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction](https://mlsanity.com/paper/2309.13101/) (2023)
- [Neural Scene Flow Fields for Space-Time View Synthesis of Dynamic Scenes](https://mlsanity.com/paper/2011.13084/) (2020)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting](https://mlsanity.com/paper/2310.10642/) (2023)
- [PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics](https://mlsanity.com/paper/2311.12198/) (2023)
- [Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis](https://mlsanity.com/paper/2312.16812/) (2023)
- [Gaussian Splashing: Unified Particles for Versatile Motion Synthesis and Rendering](https://mlsanity.com/paper/2401.15318/) (2024)
- [NeuroFluid: Fluid Dynamics Grounding with Particle-Driven Neural Radiance Fields](https://mlsanity.com/paper/2203.01762/) (2022)
- [FluidNexus: 3D Fluid Reconstruction and Prediction from a Single Video](https://mlsanity.com/paper/2503.04720/) (2025)
- [Global Transport for Fluid Reconstruction with Learned Self-Supervision](https://mlsanity.com/paper/2104.06031/) (2021)
- [Inferring Hybrid Neural Fluid Fields from Videos](https://mlsanity.com/paper/2312.06561/) (2023)
- [4D Scaffold Gaussian Splatting with Dynamic-Aware Anchor Growing for Efficient and High-Fidelity Dynamic Scene Reconstruction](https://mlsanity.com/paper/2411.17044/) (2024)
- [Self-supervised Transparent Liquid Segmentation for Robotic Pouring](https://mlsanity.com/paper/2203.01538/) (2022)
- [Physics-Informed Learning of Characteristic Trajectories for Smoke Reconstruction](https://mlsanity.com/paper/2407.09679/) (2024)
- [Phys-Liquid: A Physics-Informed Dataset for Estimating 3D Geometry and Volume of Transparent Deformable Liquids](https://mlsanity.com/paper/2511.11077/) (2025)
- [Representing Flow Fields with Divergence-Free Kernels for Reconstruction](https://mlsanity.com/paper/2504.01913/) (2025)
- [Image Based Reconstruction of Liquids from 2D Surface Detections](https://mlsanity.com/paper/2111.11491/) (2021)
- [LagrangianSplats: Divergence-Free Transport of Gaussian Primitives for Fluid Reconstruction](https://mlsanity.com/paper/2605.09299/) (2026)
- [FlowCapX: Physics-Grounded Flow Capture with Long-Term Consistency](https://mlsanity.com/paper/2510.23122/) (2025)
- [SurfPhase: 3D Interfacial Dynamics in Two-Phase Flows from Sparse Videos](https://mlsanity.com/paper/2602.11154/) (2026)

## Abstract (arXiv)

A splash lives for a fraction of a second: sheets tear into ligaments and droplets, appearance is view-dependent and nearly textureless, and little persists long enough to track. Reconstruction research has consequently focused on smoke, synthetic liquids, or gently deforming surfaces. To our knowledge, no synchronized multi-view dataset of splashing liquids exists. We therefore introduce a benchmark of 20 real scenes, from coherent streams to violent splashes, captured by seven synchronized, calibrated 4K cameras at 60 fps, with manually refined per-view liquid and container masks and fixed evaluation splits. We further present SplashSplat, built on a single principle: impose physical structure only where the observations can constrain it. Per-frame liquid SDFs fused from the masks provide the geometry, level-set transport between consecutive SDFs yields a coarse velocity field, and Lagrangian carriers advected along this flow, corrected against each new observation and reseeded where coverage is lost, decode local Gaussians for differentiable rendering. SplashSplat outperforms state-of-the-art dynamic Gaussian splatting methods on our real captures and on a synthetic benchmark, with physically more plausible motion and a lower training cost. The same representation supports temporal interpolation and style transfer without re-optimization.
