Gaussian-Augmented Physics Simulation and System Identification with Complex Colliders¶
Conference: NeurIPS 2025 arXiv: 2511.06846 Code: Available Area: 3D Vision Keywords: Differentiable Physics Simulation, System Identification, Material Point Method, 3D Gaussian Splatting, Collision Handling
TL;DR¶
This paper proposes AS-DiffMPM, a differentiable Material Point Method (MPM) framework supporting arbitrary-shape rigid body colliders, combined with multiple novel-view synthesis methods to enable system identification of physical parameters from visual observations.
Background & Motivation¶
Estimating physical parameters of objects (e.g., viscosity, elastic modulus) from video observations has important applications in robotics, VR, and graphics. Existing methods (e.g., PAC-NeRF) combine differentiable rendering with differentiable MPM and optimize physical parameters from images via gradient descent. However, these methods have critical limitations:
Collider Restriction: Existing system identification methods support only planar colliders (e.g., flat ground), and cannot handle complex collisions between objects and non-planar surfaces.
Non-differentiable MPM Simulators: MPM simulators capable of handling arbitrary-shape colliders (e.g., CPIC) are non-differentiable and thus incompatible with gradient-based optimization.
- In real-world scenarios, objects frequently collide with rigid bodies of various shapes (e.g., falling on a box edge, hitting a complex object); supporting only planar interactions severely restricts applicability.
Method¶
Overall Architecture¶
AS-DiffMPM operates in three stages:
- Rigid Collider Reconstruction: Reconstruct rigid bodies from multi-view images using 2DGS, or directly use a mesh.
- Physics Simulation: Simulate continuum material motion using AS-DiffMPM (differentiable MPM with arbitrary-shape collision handling).
- Rendering & Optimization: Map simulated particle positions back to rendering primitives, and backpropagate gradients through photometric loss against real video to optimize physical parameters.
Key gradient propagation chain:
where \(\theta\) denotes physical parameters, \(\mathbf{x}_p\) denotes particle positions, and \(I\) denotes the rendered image.
Key Designs¶
1. MPM Fundamentals and Collision Handling¶
MPM three-stage cycle: - P2G (Particle-to-Grid): Particle mass and momentum are transferred to neighboring grid nodes via weight functions. - G-OP (Grid Operations): External forces (e.g., gravity) are applied on the grid and boundary conditions are enforced. - G2P (Grid-to-Particle): The grid velocity field is interpolated back to particles to update particle states.
Traditional methods handle collisions in the G-OP stage (zeroing out velocities of grid nodes inside colliders), but this fails for complex geometries — all particles within the same grid cell share a single velocity field.
2. Differentiating the CPIC Method (Core Contribution)¶
AS-DiffMPM implements particle-level collision handling based on Compatible Particle-in-Cell (CPIC):
Step 1 — Project Rigid Bodies onto Collision Grid: - Sample rigid particles \(\mathbf{x}_{rp}\) on the rigid body surface. - Identify affinity grid nodes: project nodes in the \(3\times3\times3\) neighborhood of each rigid particle onto its associated face and check whether the projection falls within the face. - Reconstruct the collision grid: each node stores an affinity flag \(A_g\), unsigned distance \(d_g\), side flag \(T_g\), and normal \(\mathbf{n}_g\).
Step 2 — Collision Grid to Material Particles: - Interpolate collision attributes from grid to particles: \(d_p = \sum_{g} w_g A_g T_g d_g\), \(\mathbf{n}_p = \sum_g w_g A_g \mathbf{n}_g\). - Penetration Correction: If a particle penetrates the boundary, apply a penalty force \(\mathbf{f}_p = -k_h d_p \mathbf{n}_p\). - Compatibility Check: Compare particle \(T_p\) with neighboring node \(T_g\); particles on opposite sides of the boundary are deemed incompatible.
Step 3 — Collision Handling in P2G/G2P: - P2G: Particles transfer velocity only to compatible nodes (no collision handling needed in the G-OP stage). - G2P: For incompatible nodes, directly reuse the current particle velocity and project it onto the surface: \(\mathbf{v}_p^{proj} = \mathbf{v}_p - (\mathbf{v}_p \cdot \mathbf{n}_p)\mathbf{n}_p\).
3. 2D Gaussians as Colliders¶
The paper innovatively supports rigid bodies reconstructed via 2D Gaussian Splatting as colliders. Each 2D Gaussian corresponds to a planar disk, serving as a collision primitive \(\xi^i\) in place of mesh faces. The remainder of the pipeline is identical to mesh-based colliders; the only difference is that affinity node identification requires checking whether the projection falls within the disk.
4. Rendering–Physics Integration¶
Three rendering methods are supported: - Voxel-based NeRF (DVGO): Requires an additional voxel-to-particle mapping. - 2D Gaussian Splatting (2DGS): Naturally aligned with MPM (both are particle-based representations). - MDyn-3DGS: Performs dynamic scene reconstruction first, then optimizes physical parameters.
Loss & Training¶
- Particle Trajectory Supervision: Particle-level MSE loss.
- Visual Observation Supervision: Photometric loss between rendered images and real frames.
- Adam optimizer; physical parameters are iteratively optimized from an initial guess.
- Dataset: 10 sequences per collider/material combination (16 time steps), 11 camera viewpoints.
Key Experimental Results¶
Main Results (Particle Trajectory Supervision)¶
System identification from particle trajectories (absolute error ×100):
| Material Type | Collider | Parameter | RP-DiffMPM | GOP-DiffMPM | AS-DiffMPM |
|---|---|---|---|---|---|
| Newtonian Fluid | Bunny | log₁₀(μ) | 6.69±5.97 | 4.35±5.24 | 0.43±0.30 |
| Newtonian Fluid | Armadillo | log₁₀(κ) | 34.61±46.5 | 0.22±0.24 | 0.22±0.24 |
| Non-Newtonian Fluid | Box | log₁₀(τ_Y) | 20.13±25.8 | 7.28±3.75 | 5.86±3.21 |
| Granular | Bunny | θ_fric | 1.91±0.42 | 0.06±0.07 | 0.11±0.15 |
Visual Observation Supervision¶
System identification results with different rendering methods combined with AS-DiffMPM:
| Material | Collider | Parameter | DVGO | 2DGS | MDyn-3DGS |
|---|---|---|---|---|---|
| Newtonian Fluid | Armadillo | log₁₀(μ) | 1.99±1.59 | 5.28±2.55 | 0.97±0.86 |
| Newtonian Fluid | Armadillo | log₁₀(κ) | 32.94±42.2 | 49.66±35.8 | 14.99±17.1 |
| Granular | Bunny | θ_fric | 4.02±0.68 | 0.50±0.29 | 3.33±0.62 |
| Granular | Armadillo | θ_fric | 4.11±1.05 | 0.36±0.13 | 2.89±0.78 |
Ablation Study¶
Comparison of three collision handling strategies: - RP-DiffMPM (rigid particles): Consistently worst-performing; lacks a dedicated collision strategy. - GOP-DiffMPM (grid-level SDF): Limited accuracy on complex geometries (shared velocity field per grid cell). - AS-DiffMPM (particle-level CPIC): Optimal or on-par in the majority of scenarios.
Key Findings¶
- Particle-level collision handling (CPIC) significantly outperforms grid-level methods in system identification.
- MDyn-3DGS generally performs best (leveraging dynamic reconstruction as an additional constraint), but 2DGS is superior for granular materials.
- Non-Newtonian fluids are the most challenging; no single rendering method consistently leads across all colliders.
- System identification with complex colliders is inherently more difficult than with planar ones, but is critical for advancing toward models with fewer assumptions.
Highlights & Insights¶
- Fills an Important Gap: The first work to achieve differentiable MPM system identification with arbitrary-shape colliders.
- Unified Collision Interface: Supports both mesh and 2D Gaussian collider representations as plug-and-play modules.
- Rendering-Agnostic: Compatible with NeRF, 3DGS, 2DGS, and other rendering methods.
- Real-World Validation: Successfully estimates non-Newtonian material parameters in a real experiment of dough colliding with a box edge.
Limitations & Future Work¶
- Gaussians drift from their original positions after long simulations, causing visual artifacts — time-varying Gaussian attributes could be introduced to address this.
- Colliders are currently assumed to be static rigid bodies; deformable or dynamic colliders are not supported.
- Parameter estimation for non-Newtonian fluids still exhibits high variance; stronger regularization is needed.
- The benchmark of 75 synthetic sequences is relatively small; validation on larger-scale real-world data is required.
Related Work & Insights¶
- PAC-NeRF: Pioneered NeRF + DiffMPM for system identification, but limited to planar collisions.
- PhysGaussian: Drives 3DGS physical animation with MPM, but does not perform system identification.
- CPIC (hu2018moving): The original non-differentiable arbitrary-collider MPM method; the foundation for this paper's differentiable extension.
- Insight: End-to-end pipelines combining differentiable physics engines with differentiable rendering represent a key pathway toward understanding the physical world.
Rating¶
- Novelty: ⭐⭐⭐⭐ Differentiable MPM with arbitrary colliders is a substantive technical advance.
- Experimental Thoroughness: ⭐⭐⭐⭐ Three material types × three colliders × three rendering methods; broad coverage.
- Writing Quality: ⭐⭐⭐ Technical details are thorough but notation-dense; requires considerable background knowledge.
- Value: ⭐⭐⭐⭐ Substantially extends the applicability of differentiable physics simulation.