Overview
- Field: Computer Vision
- Authors: Peiyu Liu, Dingxi Zhang, Federico Tombari, Marc Pollefeys, Christina Tsalicoglou, Daniel Barath
- Published: 2026-09-17
- arXiv: 2609.20818
- Per-frame liquid SDFs fused from the masks provide geometry.
- Level-set transport between adjacent SDFs produces a coarse velocity field.
- Lagrangian carriers advected along this flow are corrected against each new observation and re-seeded where coverage is lost.
- These carriers decode local Gaussians used for differentiable rendering.
- SplashSplat outperforms state-of-the-art dynamic Gaussian splatting methods on both the real capture benchmark and synthetic data.
- Motion is more physically plausible and training cost is lower.
- The same representation supports temporal interpolation and style transfer without re-optimization.
Abstract
A splash lives for a fraction of a second: sheets tear into ligaments and droplets, appearance is view-dependent and nearly textureless, and little persists long enough to track. Reconstruction research has consequently focused on smoke, synthetic liquids, or gently deforming surfaces. To our knowledge, no synchronized multi-view dataset of splashing liquids exists. The authors therefore introduce a benchmark of 20 real scenes, from coherent streams to violent splashes, captured by seven synchronized, calibrated 4K cameras at 60 fps, with manually refined per-view liquid and container masks and fixed evaluation splits.
Method
SplashSplat is built on a single principle: impose physical structure only where the observations can constrain it.
Results
*Auto-collected on 2026-09-19.*