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Gaussian Morphing Animation

태그
MPM
Gaussian splats
👥 Authors
Changyong Song, David Hyde
🏢 Venue
Target for  IEEE / CVF Computer Vision and Pattern Recognition Conference (CVPR) 2026
📄 Status
In-Preperation
🧠 Keywords
Physics based animation, Neural Rendering, Gaussian Splats

Abstract

The primary contribution of this work is the first end-to-end framework for optimizing internal physics controls directly from image-space loss.
Beyond Initial State Optimization: We move from optimizing what a simulation starts with to optimizing how it behaves throughout its entire duration.
Appearance-Driven Physics Control: We demonstrate a powerful new paradigm where a high-level artistic goal (a target image) can be used to derive low-level physical controls (dFc) automatically

Technical Pipeline

Summary:
CompGraph → x_low, F_low → (1) Soft surface detection (PCA sheetness, percentile+EMA+hysteresis → sigmoid p) → (2) Build a density map → (3) Top-K Gumbel-Softmax Upsampling → (4) Taubin smoothing → (5) Normal smoothing → (6) Covariance consturction
Our framework establishes a seamless, fully differentiable loop between a C++ physics core and a Python-based rendering and optimization frontend.
1.
Forward Physics Pass (C++):
The DiffMPM solver runs a forward simulation based on the current control sequence (dFc).
This produces the state of every particle for each frame, including its position (x) and its deformation gradient (F).
2.
State Transfer (C++ → Python):
Using pybind11, the final particle states (x and F) are efficiently transferred to Python as NumPy arrays.
3.
Surface synthesis (From Sparse Volemetric Physics Sim to Dense Surface Physics Sim)
soft surface gating (PCA sheetness + percentile + EMA + hysteresis) → tangent‑plane reparam sampling → (ours) differentiable density‑equalization relax → ED smoothing of FF→ kernel interpolation → covariance Σ=σ02FFT\Sigma = \sigma_0^2FF^T (Top: Initial mesh, Bottom Target mesh)
Current, voxel occupacy is close to 5 ~ 6%
4.
Render with 3DGS and make the pipeline differentiable
Currently, finished implementing basic renders