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FieryGS: In-the-Wild Fire Synthesis with Physics-Integrated Gaussian Splatting
Qianfan Shen, Ningxiao Tao, Qiyu Dai, Tianle Chen, Minghan Qin, Yongjie Zhang, Mengyu Chu, Wenzheng Chen, Baoquan Chen
We consider the problem of synthesizing photorealistic, physically plausible combustion effects in in-the-wild 3D scenes. Traditional CFD and graphics pipelines can produce realistic fire effects but rely on handcrafted geometry, expert-tuned parameters, and labor-intensive workflows, limiting their scalability to the real world. Recent scene modeling advances like 3D Gaussian Splatting (3DGS) enable high-fidelity real-world scene reconstruction, yet lack physical grounding for combustion. To bridge this gap, we propose FieryGS, a physically-based framework that integrates physically-accurate and user-controllable combustion simulation and rendering within the 3DGS pipeline, enabling realistic fire synthesis for real scenes. Our approach tightly couples three key modules: (1) multimodal large-language-model-based physical material reasoning, (2) efficient volumetric combustion simulation, and (3) a unified renderer for fire and 3DGS. By unifying reconstruction, physical reasoning, simulation, and rendering, FieryGS removes manual tuning and automatically generates realistic, controllable fire dynamics consistent with scene geometry and materials. Our framework supports complex combustion phenomena—including flame propagation, smoke dispersion, and surface carbonization—with precise user control over fire intensity, airflow, ignition location and other combustion parameters. Evaluated on diverse indoor and outdoor scenes, FieryGS outperforms all comparative baselines in visual realism, physical fidelity, and controllability.
CLoD-GS: Continuous Level-of-Detail via 3D Gaussian Splatting
Zhigang Cheng, Mingchao Sun, Yu Liu, Zengye Ge, Luyang Tang, Mu Xu, Yangyan Li, Peng Pan
Level of Detail (LoD) is a fundamental technique in real-time computer graphics for managing the rendering costs of complex scenes while preserving visual fidelity. Traditionally, LoD is implemented using discrete levels (DLoD), where multiple, distinct versions of a model are swapped out at different distances. However, this long-standing paradigm suffers from two major drawbacks: it requires significant storage for multiple model copies and causes jarring visual "popping" artifacts during transitions, degrading the user experience. We argue that the explicit, primitive-based nature of the emerging 3D Gaussian Splatting (3DGS) technique enables a more ideal paradigm: Continuous LoD (CLoD). A CLoD approach facilitates smooth and seamless quality scaling within a single unified model, thereby circumventing the core problems of DLOD. To this end, we introduce CLoD-GS, a framework that integrates a continuous LoD mechanism directly into a 3DGS representation. Our method introduces a learnable distance-dependent decay parameter for each Gaussian primitive that dynamically adjusts its opacity based on viewpoint proximity. This allows for the progressive and smooth filtering of less significant primitives, effectively creating a continuous spectrum of detail within one model. To train this model to be robust across all distances, we introduce a virtual distance scaling mechanism with point count regularization. Our approach not only eliminates the storage overhead and visual artifacts of discrete methods but also reduces the primitive count and memory footprint of the final model. Extensive experiments demonstrate that CLoD-GS achieves smooth, quality-scalable rendering from a single model, delivering high-fidelity results across a wide range of performance targets.
Fracture-GS: Dynamic Fracture Simulation with Physics-Integrated Gaussian Splatting
Xiaogang Wang, Hongyu Wu, Wenfeng Song, Kai Xu
This paper presents a unified framework for simulating and visualizing dynamic fracture phenomena in extreme mechanical collisions using multi-view image inputs. While existing methods primarily address elastic deformations at contact surfaces, they fail to capture the complex physics of extreme collisions, often producing non-physical artifacts and material adhesion at fracture interfaces. Our approach integrates two key innovations: (1) an enhanced Collision Material Point Method (Collision-MPM) with momentum-conserving interface forces derived from normalized mass distributions, which effectively eliminates unphysical adhesion in fractured solids; and (2) a fracture-aware 3D Gaussian continuum representation that enables physically plausible rendering without post-processing. The framework operates through three main stages: First, performing implicit reconstruction of collision objects from multi-view images while sampling both surface and internal particles and simultaneously learning surface particle Gaussian properties via splatting; Second, high-fidelity collision resolution using our improved Collision-MPM formulation; Third, dynamic fracture tracking with Gaussian attribute optimization for fracture surfaces rendering. Through comprehensive testing, our framework demonstrates significant improvements over existing methods in handling diverse scenarios, including homogeneous materials, heterogeneous composites, and complex multi-body collisions. The results confirm superior physical accuracy, while maintaining computational efficiency for rendering.
S2GO: Streaming Sparse Gaussian Occupancy
Jinhyung Park, Chensheng Peng, Yihan Hu, Wenzhao Zheng, Kris Kitani, Wei Zhan
Despite the efficiency and performance of sparse query-based representations for perception, state-of-the-art 3D occupancy estimation methods still rely on voxel-based or dense Gaussian-based 3D representations. However, dense representations are slow, and they lack flexibility in capturing the temporal dynamics of driving scenes. Distinct from prior work, we instead summarize the scene into a compact set of 3D queries which are propagated through time in an online, streaming fashion. These queries are then decoded into semantic Gaussians at each timestep. We couple our framework with a denoising rendering objective to guide the queries and their constituent Gaussians in effectively capturing scene geometry. Owing to its efficient, query-based representation, S2GO achieves state-of-the-art performance on the nuScenes and KITTI occupancy benchmarks, outperforming prior art (e.g., GaussianWorld) by 2.7 IoU with 4.5x faster inference.
ReconViaGen: Towards Accurate Multi-view 3D Object Reconstruction via Generation
Jiahao Chang, Chongjie Ye, Yushuang Wu, Yuantao Chen, Yidan Zhang, Zhongjin Luo, Chenghong Li, Yihao Zhi, Xiaoguang Han
Existing multi-view 3D object reconstruction methods heavily rely on sufficient overlap between input views, where occlusions and sparse coverage in practice frequently yield severe reconstruction incompleteness. Recent advancements in diffusion-based 3D generative techniques offer the potential to address these limitations by leveraging learned generative priors to ‘‘hallucinate" invisible parts of objects, thereby generating plausible 3D structures. However, the stochastic nature of the inference process limits the accuracy and reliability of generation results, preventing existing reconstruction frameworks from integrating such 3D generative priors. In this work, we comprehensively analyze the reasons why diffusion-based 3D generative methods fail to achieve high consistency, including (a) the insufficiency in constructing and leveraging cross-view connections when extracting multi-view image features as conditions, and (b) the poor controllability of iterative denoising during local detail generation, which easily leads to plausible but inconsistent fine geometric and texture details with inputs. Accordingly, we propose ReconViaGen to innovatively integrate reconstruction priors into the generative framework and devise several strategies that effectively address these issues. Extensive experiments demonstrate that our ReconViaGen can reconstruct complete and accurate 3D models consistent with input views in both global structure and local details.
Active Learning of 3D Gaussian Splatting with Consistent Region Partition and Robust Pose Estimation
Ruiqi Li, Yiu-ming Cheung
Radiance fields have been successful in reconstructing 3D assets for scenes presented in Virtual Reality and Augmented Reality (VR/AR). The general workflow of scanning objects with radiance field representation involves a heavy workload of capturing images depicting the object empirically by the user, and lacks feedback for the image collection stage. This would lead to potential repeated or deficient gathering of information, affecting the efficiency of the reconstruction workflow. In this paper, we therefore present an active learning algorithm for 3D Gaussian Splatting that guides the image capturing by estimating the pose of the most informative image. Specifically, our method first partitions the consistent regions in the model by analyzing the Gaussian attributes and visibility features. Then, we determine the informative region to explore by estimating the semantic feature variance of each Gaussian, which evaluates the quality of the Gaussian cloud from the semantic level features. Furthermore, we tackle the practical problem of noise in the pose of the collected image via a robust pose optimization method. Extensive experimental results on both synthetic and real-world scenes demonstrate the remarkable performance of our algorithm in active learning of the radiance field under both accurate and noisy pose conditions.
Sharp Monocular View Synthesis in Less Than a Second
Lars Mescheder, Wei Dong, Shiwei Li, Xuyang BAI, Marcel Santos, Peiyun Hu, Bruno Lecouat, Mingmin Zhen, Amaël Delaunoy, Tian Fang, Yanghai Tsin, Stephan Richter, Vladlen Koltun
We present SHARP, an approach to photorealistic view synthesis from a single image. Given a single photograph, SHARP regresses the parameters of a 3D Gaussian representation of the depicted scene. This is done in less than a second on a standard GPU via a single feedforward pass through a neural network. The 3D Gaussian representation produced by SHARP can then be rendered in real time, yielding high-resolution photorealistic images for nearby views. The representation is metric, with absolute scale, supporting metric camera movements. Experimental results demonstrate that SHARP delivers robust zero-shot generalization across datasets. It sets a new state of the art on multiple datasets, reducing LPIPS by 25–34% and DISTS by 21–43% versus the best prior model, while lowering the synthesis time by three orders of magnitude.
pySpatial: Generating 3D Visual Programs for Zero-Shot Spatial Reasoning
Zhanpeng Luo, Ce Zhang, Silong Yong, Cunxi Dai, Qianwei Wang, Haoxi Ran, Guanya Shi, Katia P. Sycara, Yaqi Xie
Multi-modal Large Language Models (MLLMs) have demonstrated strong capabilities in general-purpose perception and reasoning, but they still struggle with tasks that require spatial understanding of the 3D world. To address this, we introduce pySpatial, a visual programming framework that equips MLLMs with the ability to interface with spatial tools via Python code generation. Given an image sequence and a natural-language query, the model composes function calls to spatial tools including 3D reconstruction, camera-pose recovery, novel-view rendering, etc. These operations convert raw 2D inputs into an explorable 3D scene, enabling MLLMs to reason explicitly over structured spatial representations. Notably, pySpatial requires no gradient-based fine-tuning and operates in a fully zero-shot setting. Experimental evaluations on the challenging MindCube and Omni3D-Bench benchmarks demonstrate that our framework pySpatial consistently surpasses strong MLLM baselines; for instance, it outperforms GPT-4.1-mini by 12.94% on MindCube. Furthermore, we conduct real-world indoor navigation experiments where the robot can successfully traverse complex environments using route plans generated by pySpatial, highlighting the practical effectiveness of our approach. Our project website will be available at https://pySpatial.github.io.
Joint Shadow Generation and Relighting via Light-Geometry Interaction Maps
SHAN WANG, Peixia Li, Chenchen Xu, Ziang Cheng, Jiayu Yang, Hongdong Li, Pulak Purkait
We propose Light–Geometry Interaction (LGI) maps, a novel representation that encodes light-aware occlusion from monocular depth. Unlike ray tracing, which requires full 3D reconstruction, LGI captures essential light–shadow interactions reliably and accurately, computed from off-the-shelf 2.5D depth map predictions. LGI explicitly ties illumination direction to geometry, providing a physics-inspired prior that constrains generative models. Without such prior, these models often produce floating shadows, inconsistent illumination, and implausible shadow geometry. Building on this representation, we propose a unified pipeline for joint shadow generation and relighting-unlike prior methods that treat them as disjoint tasks-capturing the intrinsic coupling of illumination and shadowing essential for modeling indirect effects. By embedding LGI into a bridge-matching generative backbone, we reduce ambiguity and enforce physically consistent light–shadow reasoning. To enable effective training, we curated the first large-scale benchmark dataset for joint shadow and relighting, covering reflections, transparency, and complex interreflections. Experiments show significant gains in realism and consistency across synthetic and real images. LGI thus bridges geometry-inspired rendering with generative modeling, enabling efficient, physically consistent shadow generation and relighting.
NGS-Marker: Robust Native Watermarking for 3D Gaussian Splatting
Hao Qin, Yukai Sun, Luyuan Chen, Mengxu Lu, Feng Zhang, Ming Kong, Zhenhong Du, Qiang Zhu
With the rapid development and adoption of 3D Gaussian Splatting (3DGS), the need for effective copyright protection has become increasingly critical. Existing watermarking techniques for 3DGS mainly focus on protecting rendered images via pre-trained decoders, leaving the underlying 3D Gaussian primitives vulnerable to misuse. In particular, they are ineffective against **Partial Infringement**, where an adversary extracts and reuses only a subset of Gaussians. In this paper, we propose **NGS-Marker**, a novel native watermarking framework for 3DGS. It integrates a jointly trained watermark injector and message decoder, and employs a gradient-based progressive injection strategy to ensure full-scene coverage. This enables robust ownership decoding from any local region. We further extend NGS-Marker with hybrid protection (combining native and indirect watermarks) and support for multimodal watermarking. Extensive experiments demonstrate that NGS-Marker effectively defends against partial infringement while offering practical flexibility for real-world deployment.
ComGS: Efficient 3D Object-Scene Composition via Surface Octahedral Probes
Jian Gao, Mengqi Yuan, Yifei Zeng, Chang Zeng, Zhihao Li, Zhenyu Chen, Weichao Qiu, Xiao-Xiao Long, Hao Zhu, Xun Cao, Yao Yao
Gaussian Splatting (GS) enables immersive rendering, but realistic 3D object–scene composition remains challenging. Baked appearance and shadow information in GS radiance fields cause inconsistencies when combining objects and scenes. Addressing this requires relightable object reconstruction and scene lighting estimation. For relightable object reconstruction, existing Gaussian-based inverse rendering methods often rely on ray tracing, leading to low efficiency. We introduce Surface Octahedral Probes (SOPs), which store lighting and occlusion information and allow efficient 3D querying via interpolation, avoiding expensive ray tracing. SOPs provide at least a 2x speedup in reconstruction and enable real-time shadow computation in Gaussian scenes. For lighting estimation, existing Gaussian-based inverse rendering methods struggle to model intricate light transport and often fail in complex scenes, while learning-based methods predict lighting from a single image and are viewpoint-sensitive. We observe that 3D object–scene composition primarily concerns the object’s appearance and nearby shadows. Thus, we simplify the challenging task of full scene lighting estimation by focusing on the environment lighting at the object’s placement. Specifically, we capture a 360° reconstructed radiance field of the scene at the location and fine-tune a diffusion model to complete the lighting. Building on these advances, we propose ComGS, a novel 3D object–scene composition framework. Our method achieves high-quality, real-time rendering at around 26 FPS, produces visually harmonious results with vivid shadows, and requires only 36 seconds for editing. The code and dataset will be publicly released.
Human3R: Everyone Everywhere All at Once
Yue Chen, Xingyu Chen, Yuxuan Xue, Anpei Chen, Yuliang Xiu, Gerard Pons-Moll
We present Human3R, a unified, feed-forward framework for online 4D human-scene reconstruction, in the world frame, from casually captured monocular videos. Unlike previous approaches that rely on multi-stage pipelines, iterative contact-aware refinement between humans and scenes, and heavy dependencies, e.g., human detection, depth estimation, and SLAM pre-processing, Human3R jointly recovers global multi-person SMPL-X bodies (“everyone”), dense 3D scene (“everywhere”), and camera trajectories in a single forward pass (“all-at-once”). Our method builds upon the 4D online reconstruction model CUT3R, and uses parameter-efficient visual prompt tuning, to strive to preserve CUT3R’s rich spatiotemporal priors, while enabling direct readout of multiple SMPL-X bodies. Human3R is a unified model that eliminates heavy dependencies and iterative refinement. After being trained on the relatively small-scale synthetic dataset BEDLAM for just one day on one GPU, it achieves superior performance with remarkable efficiency: it reconstructs multiple humans in a one-shot manner, along with 3D scenes, in one stage, in real-time (15 FPS) with a low memory footprint (8 GB). Extensive experiments demonstrate that Human3R delivers state-of-the-art or competitive performance across tasks, including global human motion estimation, local human mesh recovery, video depth estimation, and camera pose estimation, with a single unified model. We hope that Human3R will serve as a simple yet strong baseline, which can be easily adapted for downstream applications. Code, models and 4D interactive demos are available at https://fanegg.github.io/Human3R/.
Low-Latency Neural LiDAR Compression with 2D Context Models
Rui Song, Yan Wang, Tongda Xu, Zhening Liu, Zehong Lin, Jun Zhang
Context modeling is fundamental to LiDAR point cloud compression. Existing methods rely on computationally intensive 3D contexts, such as voxel and octree, which struggle to balance the compression efficiency and coding speed. In this work, we propose a neural LiDAR compressor based on 2D context models that simultaneously supports high-efficiency compression, fast coding, and universal geometry-intensity compression. The 2D context structure significantly reduces the coding latency. We further develop a comprehensive context model that integrates spatial latents, temporal references, and cross-modal camera context in the 2D domain to enhance the compression performance. Specifically, we first represent the point cloud as a range image and propose a multi-scale spatial context model to capture the intra-frame dependencies. Furthermore, we design an optical-flow-based temporal context model for inter-frame prediction. Moreover, we incorporate a deformable attention module and a context refinement strategy to predict LiDAR scans from camera images. In addition, we develop a backbone for joint geometry and intensity compression, which unifies the compression of both modalities while minimizing redundant computation. Experiments demonstrate significant improvements in both rate-distortion performance and coding speed. The code will be released upon the acceptance of the paper.
Revisiting [CLS] and Patch Token Interaction in Vision Transformers
Alexis Marouani, Oriane Siméoni, Herve Jegou, Piotr Bojanowski, Huy V. Vo
Vision Transformers have emerged as powerful, scalable and versatile representation learners. To capture both global and local features, a learnable [CLS] class token is typically prepended to the input sequence of patch tokens. Despite their distinct nature, both token types are processed identically throughout the model. In this work, we investigate the friction between global and local feature learning under different pre-training strategies by analyzing the interactions between class and patch tokens. Our analysis reveals that standard normalization layers introduce an implicit differentiation between these token types. Building on this insight, we propose specialized processing paths that selectively disentangle the computational flow of class and patch tokens, particularly within normalization layers and early query-key-value projections. This targeted specialization leads to significantly improved patch representation quality for dense prediction tasks. Our experiments demonstrate segmentation performance gains of over 2 mIoU points on standard benchmarks, while maintaining strong classification accuracy. The proposed modifications introduce only an 8\% increase in parameters, with no additional computational overhead. Through comprehensive ablations, we provide insights into which architectural components benefit most from specialization and how our approach generalizes across model scales and learning frameworks.
Contact-guided Real2Sim from Monocular Video with Planar Scene Primitives
Zihan Wang, Jiashun Wang, Jeff Tan, Yiwen Zhao, Jessica K. Hodgins, Shubham Tulsiani, Deva Ramanan
We introduce CRISP, a method that recovers simulatable human motion and scene geometry from monocular video. Prior work on joint human--scene reconstruction relies on data-driven priors and joint optimization with no physics in the loop, or recovers noisy geometry with artifacts that cause motion-tracking policies with scene interactions to fail. In contrast, our key insight is to fit simulation-ready convex planar primitives to a depth-based point cloud reconstruction of the scene via a simple clustering pipeline over depth, normals, and flow. To reconstruct scene geometry that might be occluded during interactions, we use human--scene contact modeling (e.g., using human posture to reconstruct the occluded seat of a chair). Finally, we ensure that human and scene reconstructions are physically plausible by using them to drive a humanoid controller via reinforcement learning. Our approach reduces motion-tracking failure rates from 55.2\% to 6.9\% on human-centric video benchmarks (EMDB, PROX), while delivering 43\% faster RL simulation throughput. This demonstrates CRISP's ability to generate physically valid human motion and interaction environments at scale, advancing real-to-sim applications for robotics.
EgoWorld: Translating Exocentric View to Egocentric View using Rich Exocentric Observations
Junho Park, Andrew Sangwoo Ye, Taein Kwon
Egocentric vision is essential for both human and machine visual understanding, particularly in capturing the detailed hand-object interactions needed for manipulation tasks. Translating third-person views into first-person views significantly benefits augmented reality (AR), virtual reality (VR) and robotics applications. However, current exocentric-to-egocentric translation methods are limited by their dependence on 2D cues, synchronized multi-view settings, and unrealistic assumptions such as the necessity of an initial egocentric frame and relative camera poses during inference. To overcome these challenges, we introduce *EgoWorld*, a novel two-stage framework that reconstructs an egocentric view from rich exocentric observations, including projected point clouds, 3D hand poses, and textual descriptions. Our approach reconstructs a point cloud from estimated exocentric depth maps, reprojects it into the egocentric perspective, and then applies diffusion-based inpainting to produce dense, semantically coherent egocentric images. Evaluated on 4 datasets (i.e., H2O, TACO, Assembly101, and Ego-Exo4D), *EgoWorld* achieves state-of-the-art performance and demonstrates robust generalization to new objects, actions, scenes, and subjects. Moreover, *EgoWorld* exhibits robustness on in-the-wild examples, underscoring its practical applicability.
cadrille: Multi-modal CAD Reconstruction with Reinforcement Learning
Maksim Kolodiazhnyi, Denis Tarasov, Dmitrii Zhemchuzhnikov, Alexander Nikulin, Ilya Zisman, Anna Vorontsova, Anton Konushin, Vladislav Kurenkov, Danila Rukhovich
Computer-Aided Design (CAD) plays a central role in engineering and manufacturing, making it possible to create precise and editable 3D models. Using a variety of sensor or user-provided data as inputs for CAD reconstruction can democratize access to design applications. However, most existing methods focus on a single input modality: point clouds, images, or texts, which limits their generalizability and robustness, while few multimodal approaches struggle to deliver competitive quality. Leveraging advances in vision-language models (VLM), we propose $\texttt{cadrille}$, a multimodal CAD reconstruction model that takes inputs of three modalities and outputs executable Python code for CAD reconstruction. Inspired by large language model (LLM) training paradigm, we adopt a two-stage pipeline: supervised fine-tuning (SFT) on large-scale procedurally generated data, followed by reinforcement learning (RL) fine-tuning using online feedback, obtained programatically. In the DeepCAD benchmark, our SFT model outperforms existing single-modal approaches in all three input modalities simultaneously. More importantly, after RL fine-tuning, $\texttt{cadrille}$ sets new state-of-the-art in as many as 10 benchmarks across three modalities and four datasets, including a real-world one.
Aligned Novel View Image and Geometry Synthesis via Cross-modal Attention Instillation
Min-Seop Kwak, Junho Kim, Sangdoo Yun, Dongyoon Han, Taekyung Kim, Seungryong Kim, Jin-Hwa Kim
We introduce a diffusion-based framework that generates aligned novel view images and geometries via a warping‐and‐inpainting methodology. Unlike prior methods that require dense posed images or pose-embedded generative models limited to in‐domain views, our method leverages off‐the‐shelf geometry predictors to predict partial geometries viewed from reference images, and formulates novel view synthesis as an inpainting task for both image and geometry. To ensure accurate alignment between the generated image and geometry, we propose cross-modal attention instillation where the attention maps from an image diffusion branch are injected into a parallel geometry diffusion branch during both training and inference. This multi-task approach achieves synergistic effects, facilitating both geometrically robust image synthesis and geometry prediction. We further introduce proximity‐based mesh conditioning to integrate depth and normal cues, interpolating between point cloud and filtering erroneously predicted geometry from influencing the generation process. Empirically, our method achieves high-fidelity extrapolative view synthesis, delivers competitive reconstruction under interpolation settings, and produces geometrically aligned point clouds as 3D completion.
Mobile-GS: Real-time Gaussian Splatting for Mobile Devices
Xiaobiao Du, Yida Wang, Kun Zhan, Xin Yu
3D Gaussian Splatting (3DGS) has emerged as a powerful representation for high-quality rendering across a wide range of applications. However, its high computational demands and large storage costs pose significant challenges for deployment on mobile devices. In this work, we propose a mobile-tailored real-time Gaussian Splatting method, dubbed Mobile-GS, enabling efficient inference of Gaussian Splatting on edge devices. Specifically, we first identify alpha blending as the primary computational bottleneck, since it relies on the time-consuming Gaussian depth sorting process. To solve this issue, we propose a depth-aware order-independent rendering scheme that eliminates the need for sorting, thereby substantially accelerating rendering. Although this order-independent rendering improves rendering speed, it may introduce transparency artifacts in regions with overlapping geometry due to the scarcity of rendering order. To address this problem, we propose a neural view-dependent enhancement strategy, enabling more accurate modeling of view-dependent effects conditioned on viewing direction, 3D Gaussian geometry, and appearance attributes. In this way, Mobile-GS can achieve both high-quality and real-time rendering. Furthermore, to facilitate deployment on memory-constrained mobile platforms, we propose first-degree spherical harmonics distillation, a neural vector quantization technique, and a contribution-based pruning strategy to reduce the number of Gaussian primitives and compress the 3D Gaussian representation with the assistance of neural networks. Extensive experiments demonstrate that our proposed Mobile-GS achieves real-time rendering and compact model size while preserving high visual quality, making it well-suited for mobile applications.
DiffWind: Physics-Informed Differentiable Modeling of Wind-Driven Object Dynamics
Yuanhang Lei, Boming Zhao, Zesong Yang, Xingxuan Li, Tao Cheng, Haocheng Peng, Ru Zhang, Yang Yang, Siyuan Huang, Yujun Shen, Ruizhen Hu, Hujun Bao, Zhaopeng Cui
Modeling wind-driven object dynamics from video observations is highly challenging due to the invisibility and spatio–temporal variability of wind, as well as the complex deformations of objects. We present DiffWind, a physics-informed differentiable framework that unifies wind–object interaction modeling, video-based reconstruction, and forward simulation. Specifically, we represent wind as a grid-based physical field and objects as particle systems derived from 3D Gaussian Splatting, with their interaction modeled by the Material Point Method (MPM). To recover wind-driven object dynamics, we introduce a reconstruction framework that jointly optimizes the spatio–temporal wind force field and object motion through differentiable rendering and simulation. To ensure physical validity, we incorporate the Lattice Boltzmann Method (LBM) as a physics-informed constraint, enforcing compliance with fluid dynamics laws. Beyond reconstruction, our method naturally supports forward simulation under novel wind conditions and enable new applications such as wind retargeting. We further introduce WD-Objects, a dataset of synthetic and real-world wind-driven scenes. Extensive experiments demonstrate that our method significantly outperforms prior dynamic scene modeling approaches in both reconstruction accuracy and simulation fidelity, opening a new avenue for video-based wind–object interaction modeling. The project page is available at: [https://zju3dv.github.io/DiffWind/](https://zju3dv.github.io/DiffWind/).