Integrating dynamic 3D reconstructions into physics simulation requires fixed mesh topology for efficient collision detection, but state-of-the-art methods like DG-Mesh produce varying topology optimized for geometric quality. We investigate whether topology conversion can enable physics integration while preserving reconstruction fidelity. We propose a dual-representation framework combining fixed-topology meshes for physics with Gaussian splatting for rendering, achieving 4.65$\times$ speedup over varying-topology baselines through runtime vertex buffer updates. We evaluate two conversion strategies, temporal correspondence tracking and template-based projection, against native fixed-topology methods (MaGS) on the DG-Mesh dataset. Our evaluation reveals that both conversion approaches incur 65-80% geometric degradation, producing results inferior to MaGS despite DG-Mesh's superior initial quality. This demonstrates that high-quality reconstruction and physics-compatible topology represent fundamentally distinct objectives that cannot be reconciled through post-processing. Our findings inform future development of physics-aware reconstruction methods and our framework enables real-time simulation with any fixed-topology approach.
翻译:将动态三维重建与物理仿真相结合,需要固定的网格拓扑以实现高效的碰撞检测,但DG-Mesh等最先进方法产生的是针对几何质量优化的可变拓扑。我们探究了拓扑转换是否能在保持重建保真度的同时实现物理集成。我们提出一种双表示框架,将用于物理仿真的固定拓扑网格与用于渲染的高斯泼溅相结合,通过运行时顶点缓冲区更新,相比可变拓扑基线方法实现了4.65倍的加速。我们在DG-Mesh数据集上,评估了两种转换策略(时间对应追踪和基于模板的投影)与原生固定拓扑方法(MaGS)的性能。结果表明,两种转换方法均导致65-80%的几何退化,尽管DG-Mesh具有更优的初始质量,但其生成结果仍逊于MaGS。这证明高质量重建与物理兼容的拓扑是本质上不同的目标,无法通过后处理方式调和。我们的发现为未来物理感知重建方法的发展提供了启示,所提出的框架能够支持任何固定拓扑方法的实时仿真。