# GaussPDE: Graph-Based Partial Differential Equation-Driven Rendering for 3D Gaussian Splatting

arXiv: https://arxiv.org/abs/2609.27264 · HTML: https://mlsanity.com/paper/2609.27264/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 13 of its 22 references that are in the map.
- First posted on arXiv 23 Sep 2026.

## Builds on (most cited first, 13 of 13)

- [Segment Anything](https://mlsanity.com/paper/2304.02643/) (2023)
- [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)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [Nerfstudio: A Modular Framework for Neural Radiance Field Development](https://mlsanity.com/paper/2302.04264/) (2023)
- [Gaussian Grouping: Segment and Edit Anything in 3D Scenes](https://mlsanity.com/paper/2312.00732/) (2023)
- [PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics](https://mlsanity.com/paper/2311.12198/) (2023)
- [Gaussian Splashing: Unified Particles for Versatile Motion Synthesis and Rendering](https://mlsanity.com/paper/2401.15318/) (2024)
- [GASP: Gaussian Splatting for Physic-Based Simulations](https://mlsanity.com/paper/2409.05819/) (2024)
- [Laplace-Beltrami Operator for Gaussian Splatting](https://mlsanity.com/paper/2502.17531/) (2025)

## Abstract (arXiv)

We present GaussPDE, a framework that injects physically structured partial differential equation (PDE) dynamics into pretrained 3D Gaussian scenes without mesh extraction, voxelization, or retraining. Our key observation is that PDE rendering requires not only accurate appearance, but also a reliable discrete computational domain. We therefore first introduce camera-aware regularization during 3DGS reconstruction to suppress camera-near floaters and oversized primitives that would create unstable graph topology. We then construct an active Gaussian graph using covariance-aware distances and opacity, appearance, and boundary-aware conductance, enabling mass-weighted graph Laplacian PDE evolution directly over Gaussian primitives. The evolving scalar PDE state is coupled back to rendering by modifying the direct-current spherical harmonic color coefficients while preserving geometry, opacity, and view-dependent rendering behavior. Experiments on real and synthetic scenes show that GaussPDE produces stable, controllable, and spatially coherent dynamic visualizations, with reduced cross-boundary leakage compared with baselines.
