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On collision detection over Gaussian splats, you could for instance take a look at the formulation proposed in FOCI: Trajectory Optimization on Gaussian Splats. It is also possible to extract meshes from 3D/2DGS scenes and use existing mesh-based approaches. There are for instance mesh-conversion utilities distributed with 2DGS. Perhaps that's what you are referring to as the "hybrid" approach? |
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Having Gaussians for rendering/sensor and physics/collision is in our radar. Watch for Newton announcements in the next couple of weeks for more details. |
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Hi everyone. I’m exploring the idea of leveraging 3D Gaussian Splatting (3DGS) or NeRF-based distributions not only for rendering but also as inputs for collision detection or IPC-based physics solvers.
Do you think there is a viable approach to integrate such distributions directly into a physics engine for detecting collisions or computing constraints, or is a hybrid approach (distribution + conventional solver) still the practical choice?
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