--- title: Gaussian Physics emoji: "🧊" colorFrom: blue colorTo: green sdk: static pinned: false license: apache-2.0 --- # Gaussian Physics — the kernels are the simulation A 3D Gaussian Splat is usually something you look at. Here the gaussian kernels are the *particles of a continuum simulation*, so the same representation that renders the object also carries its physics — no mesh, no tetrahedralisation, no round trip between two representations. Each kernel holds a deformation gradient **F**, and its covariance is transported by it: Σ′ = F Σ Fᵀ That single line is why a squashed region renders as flattened kernels rather than as kernels that merely moved somewhere else. ## What is running - **MLS-MPM** transfers (Hu et al. 2018): particle → grid, solve, grid → particle. The APIC affine velocity doubles as the velocity gradient, so no separate gradient estimation is needed. - **Fixed corotated elasticity** with a polar decomposition per kernel per substep. - **Six materials.** Foam, jelly and plasticine differ by stiffness and yield; snow and sand get their character from clamping the stretch — which is also what makes them stop springing back. Drop a jelly and it recovers; drop sand and it stays compacted. Everything runs on the CPU in your browser. No GPU, no server, nothing uploaded. ## Provenance Independent implementation of the method described in [PhysGaussian](https://arxiv.org/abs/2311.12198) (arXiv 2311.12198). That repository ships **no licence**, so no code from it is used here, and the test objects are generated procedurally rather than taken from any splat dataset — published splat reconstructions carry research-only or unstated terms. Built by [VIDraft](https://huggingface.co/VIDraft).