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Simulation & transfer

3D Gaussian splatting

3D Gaussian splatting is an explicit scene-representation and rendering technique that models a captured scene as optimised anisotropic 3D Gaussian primitives, then projects and blends those primitives to synthesise new camera views. It can reproduce appearance efficiently, but it does not by itself provide watertight collision geometry or physical properties for robot simulation.

Also known as: 3DGS, Gaussian splatting, 3D Gaussian splats

Updated

How the representation works

The original 3D Gaussian Splatting paper starts from sparse points produced during camera calibration and optimises a set of three-dimensional Gaussian primitives. Each primitive has a position, anisotropic covariance, opacity, and view-dependent appearance. A visibility-aware rasteriser projects the Gaussians into an image and blends their contributions, allowing new views to be rendered without querying a large neural network at every sample point.

“Splatting” refers to projecting each spatial primitive onto the image plane and accumulating its footprint. The representation is explicit: the scene is stored as many optimised primitives rather than only as weights inside a conventional neural renderer.

Why robotics uses it

A robot policy may need camera observations from viewpoints that were not captured exactly. 3D Gaussian splatting can reproduce the visual appearance of a recorded room from nearby camera poses quickly enough for interactive rendering. That makes it useful in real-to-sim systems, policy evaluation, synthetic observation generation, and scene-specific adaptation.

Splat2Act uses a depth- and normal-regularised Gaussian representation for photorealistic policy observations in building-scale captured scenes. The visual model is paired with a separately extracted mesh for navigation, support-surface discovery, and collision checks.

Appearance is not physics

A Gaussian representation can look geometrically convincing while remaining unsuitable for contact. It does not inherently define watertight surfaces, articulation, mass, friction, or stable collision shapes. A robotics pipeline therefore needs to state which representation drives rendering and which drives physics.

The distinction also affects validation. Novel-view image quality does not prove that an object rests at the correct height, that a robot can pass through a doorway, or that a gripper contact is simulated accurately. Those claims require geometric and physical tests in addition to visual comparisons.

What to retain with the data

A reusable robotics asset should keep the source images or video, camera intrinsics and extrinsics, depth inputs, preprocessing and optimisation settings, representation checkpoint, scale, coordinate frame, and any mesh-extraction step. If the Gaussian scene and collision scene diverge, the package should record their alignment and the measurements used to validate it.

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