As consumer Virtual Reality (VR) and Mixed Reality (MR) technologies gain momentum, there's a growing focus on the development of engagements with 3D virtual content. Unfortunately, traditional techniques for content creation, editing, and interaction within these virtual spaces are fraught with difficulties. They tend to be not only engineering-intensive but also require extensive expertise, which adds to the frustration and inefficiency in virtual object manipulation. Our proposed VR-GS system represents a leap forward in human-centered 3D content interaction, offering a seamless and intuitive user experience. By developing a physical dynamics-aware interactive Gaussian Splatting in a Virtual Reality setting, and constructing a highly efficient two-level embedding strategy alongside deformable body simulations, VR-GS ensures real-time execution with highly realistic dynamic responses. The components of our Virtual Reality system are designed for high efficiency and effectiveness, starting from detailed scene reconstruction and object segmentation, advancing through multi-view image in-painting, and extending to interactive physics-based editing. The system also incorporates real-time deformation embedding and dynamic shadow casting, ensuring a comprehensive and engaging virtual experience.Our project page is available at: https://yingjiang96.github.io/VR-GS/.
We introduce PhysGaussian, a new method that seamlessly integrates physically grounded Newtonian dynamics within 3D Gaussians to achieve high-quality novel motion synthesis. Employing a custom Material Point Method (MPM), our approach enriches 3D Gaussian kernels with physically meaningful kinematic deformation and mechanical stress attributes, all evolved in line with continuum mechanics principles. A defining characteristic of our method is the seamless integration between physical simulation and visual rendering: both components utilize the same 3D Gaussian kernels as their discrete representations. This negates the necessity for triangle/tetrahedron meshing, marching cubes, "cage meshes," or any other geometry embedding, highlighting the principle of "what you see is what you simulate (WS$^2$)." Our method demonstrates exceptional versatility across a wide variety of materials--including elastic entities, metals, non-Newtonian fluids, and granular materials--showcasing its strong capabilities in creating diverse visual content with novel viewpoints and movements. Our project page is at: https://xpandora.github.io/PhysGaussian/
The task of few-shot visual dubbing focuses on synchronizing the lip movements with arbitrary speech input for any talking head video. Albeit moderate improvements in current approaches, they commonly require high-quality homologous data sources of videos and audios, thus causing the failure to leverage heterogeneous data sufficiently. In practice, it may be intractable to collect the perfect homologous data in some cases, for example, audio-corrupted or picture-blurry videos. To explore this kind of data and support high-fidelity few-shot visual dubbing, in this paper, we novelly propose a simple yet efficient two-stage framework with a higher flexibility of mining heterogeneous data. Specifically, our two-stage paradigm employs facial landmarks as intermediate prior of latent representations and disentangles the lip movements prediction from the core task of realistic talking head generation. By this means, our method makes it possible to independently utilize the training corpus for two-stage sub-networks using more available heterogeneous data easily acquired. Besides, thanks to the disentanglement, our framework allows a further fine-tuning for a given talking head, thereby leading to better speaker-identity preserving in the final synthesized results. Moreover, the proposed method can also transfer appearance features from others to the target speaker. Extensive experimental results demonstrate the superiority of our proposed method in generating highly realistic videos synchronized with the speech over the state-of-the-art.