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PhysMorph-GS: Differentiable Shape Morphing via Joint Optimization of Physics and Rendering Objectives

Robotics
MPM
Gaussian splats
πŸ‘₯ Authors
Chang-Yong Song, David Hyde
🏒 Venue
arXiv Preprint, 2025 (arXiv:2511.16988)
πŸ“„ Status
arXiv Preprint, 2025 (arXiv:2511.16988)
🧠 Keywords
Gaussian Splats, MPM, Differentiable Simulation, Shape Optimization, Morphing
1. Background & Motivation (Why?) Traditional shape morphing techniques have suffered from a fundamental problem known as the "Rendering Gap."
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Physics Simulation (MPM): Efficient because it uses sparse particles, but it lacks sufficient surface detail for high-quality visuals.
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Rendering: Typically requires dense surface information to display high-fidelity images.
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The Problem: The process connecting these two domains was non-differentiable. This meant that rendering errors couldn't be used to correct or optimize the underlying physical motion.
2. Key Idea: PhysMorph-GS (How?) The researchers proposed a new pipeline that establishes a bidirectional coupling between Differentiable MPM (Physics) and 3D Gaussian Splatting (Rendering). Core Mechanisms 1) Deformation-Aware Upsampling
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Instead of relying solely on the sparse "Anchor Particles" from the physics engine, the system generates virtual "Child Particles" specifically for rendering.
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It adaptively places more child particles in areas with high deformation (stretching or compressing) to preserve geometric details.
2) Physics-Based Gaussian Construction
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The shape (covariance) of the Gaussians isn't just learned arbitrarily; it is computed deterministically based on the actual physical deformation gradient ($F$). This ensures the visual output remains physically plausible.
3) Bidirectional Optimization
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Rendering Loss: Visual errors, such as Silhouette (LΞ±\mathcal{L}_{\alpha}) and Depth (Ld\mathcal{L}_{d}), are backpropagated to update particle positions and deformation controls in the physics engine.
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Physics Loss: Simultaneously, internal constraints are applied to strictly enforce laws like Mass Conservation.
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Gradient Fusion (PCGrad): When the two objectives (Visuals vs. Physics) conflict, their gradients are projected and fused to ensure neither is compromised.
3. Experimental Results
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Higher Fidelity: The method reconstructs thin structures (e.g., ears, tails) significantly better than physics-only baselines.
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Quantitative Performance: The depth-supervised variant reduced the Chamfer Distance (shape error) by approximately 2.5% relative to the baseline.
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Physical Plausibility: The model correctly reflects physical properties, such as varying deformation behavior based on material stiffness.
4. Limitations & Future Work
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Cost: High resolution significantly increases memory usage and computation time.
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Extreme Topological Changes: In cases of severe shape changes (like growing new legs), the surface might exhibit some roughness or artifacts due to the conflict between rendering supervision and the coarse physics skeleton.