Reconstructing and simulating dynamic 3D scenes with both visual realism and physical consistency remains a fundamental challenge. Existing neural representations, such as NeRFs and 3DGS, excel in appearance reconstruction but struggle to capture complex material deformation and dynamics. We propose PhysConvex, a Physics-informed 3D Dynamic Convex Radiance Field that unifies visual rendering and physical simulation. PhysConvex represents deformable radiance fields using physically grounded convex primitives governed by continuum mechanics. We introduce a boundary-driven dynamic convex representation that models deformation through vertex and surface dynamics, capturing spatially adaptive, non-uniform deformation, and evolving boundaries. To efficiently simulate complex geometries and heterogeneous materials, we further develop a reduced-order convex simulation that advects dynamic convex fields using neural skinning eigenmodes as shape- and material-aware deformation bases with time-varying reduced DOFs under Newtonian dynamics. Convex dynamics also offers compact, gap-free volumetric coverage, enhancing both geometric efficiency and simulation fidelity. Experiments demonstrate that PhysConvex achieves high-fidelity reconstruction of geometry, appearance, and physical properties from videos, outperforming existing methods.
Figures & tables
Figure 2: Center-driven Gaussian dynamics have limited flexibility for non-uniform deformation and evolving boundaries, while boundary-driven convex dynamics enable spatially adaptive vertex advection, explicit surface evolution, and polyhedral structural refinement.
Figure 3: PhysConvex jointly reconstructs the geometry, appearance, and physical properties of dynamic objects by integrating boundary-driven dynamic convex field, differentiable reduced-order convex simulation, and rendering. Training proceeds in two stages: (1) reconstructing an undeformed convex field from the first multi-view frame, and (2) advecting the boundary-driven convex field via reduced-order simulation while jointly optimizing physical properties via differentiable simulation and rendering under single-view video supervision.
methods
backpack
bell
blocks
bus
cream
elephant
grandpa
leather
lion
mario
sofa
turtle
Mean Error ↓
log(E)
PAC-NeRF
3.28
1.08
4.02
3.30
3.22
3.05
2.99
1.20
2.34
3.37
0.20
1.94
2.50
GIC
1.16
2.87
2.12
1.93
2.13
1.53
0.42
3.45
2.85
1.82
0.65
3.18
2.01
Vid2Sim
0.69
0.15
0.54
0.26
0.95
0.18
1.07
0.73
0.48
0.50
0.18
0.44
0.51
Ours
0.32
0.34
0.10
0.28
0.34
0.60
0.97
0.18
0.23
0.54
0.01
0.56
0.37
ν
PAC-NeRF
0.21
0.23
0.33
0.16
0.12
0.06
0.36
0.26
0.14
0.33
0.30
0.01
0.21
GIC
0.11
0.24
0.29
0.18
0.08
0.24
0.26
0.02
0.14
0.22
0.01
0.08
0.16
Table 1: Quantitative Comparison of Mean Absolute Error (MAE) on Physical System Identification.
backpack
bell
blocks
bus
cream
elephant
grandpa
leather
lion
mario
sofa
turtle
Mean ↑
PSNR ↑
PAC-NeRF
19.37
25.00
23.36
20.72
23.24
22.27
21.63
20.85
22.66
21.01
22.49
22.19
22.06
Spring-Gaus
17.42
20.49
22.78
20.06
23.58
21.30
21.64
18.29
21.95
20.23
21.89
21.23
20.91
GIC
18.94
19.55
18.78
20.84
23.81
21.86
20.50
21.00
19.33
21.28
24.16
22.09
21.01
Vid2Sim w/o LGM
26.87
26.59
32.57
26.53
34.82
26.99
24.45
31.21
27.62
24.83
30.01
30.33
28.57
Ours
28.09
29.67
32.65
27.97
34.62
29.17
27.67
33.50
27.58
27.46
30.15
31.49
30.00
SSIM ↑
PAC-NeRF
0.887
0.956
0.940
0.908
0.893
0.922
0.939
0.932
0.936
0.921
0.926
0.923
0.924
Table 2: Quantitative Comparison on Dynamic Reconstruction.
Figure 4: Comparison with baseline [ 28 , 7 , 51 , 9 ] on dynamic reconstruction and future state prediction. Our method preserves high-quality geometry and appearance while producing physically plausible dynamics.
Figure 6: Generalization to novel force and complex boundary conditions. Force: A continuous external force pushing the falling object toward the left. Boundary: An object falls and is subjected to sliding motion on a continuously moving floor.
PAC-NeRF
Spring-Gaus
GIC
Vid2Sim
Ours
PSNR ↑
20.11
18.32
19.20
25.07
25.71
SSIM ↑
0.913
0.905
0.916
0.945
0.948
FoVVDP ↑
5.948
5.443
5.702
7.770
7.683
Table 3: Quantitative Comparison on Future State Prediction.
Dynamic Reconstruction
Future State Prediction
System Identification
Primitives
Training Time
K
PSNR ↑
SSIM ↑
FoVVDP ↑
PSNR ↑
SSIM ↑
FoVVDP ↑
log(E)
ν
Num.
Average
K=3
24.90
0.939
6.957
19.63
0.919
6.139
0.74
0.05
11827
5min 20s
K=4
29.56
0.960
8.151
24.50
0.944
7.500
0.38
0.04
14405
5min 36s
K=5
29.88
0.961
8.235
25.09
0.946
7.688
0.36
0.04
18773
6min 5s
K=6
30.00
0.962
8.247
25.71
0.948
7.683
0.37
0.04
23681
6min 14s
K=7
30.01
0.962
8.235
24.95
0.945
7.664
0.38
0.05
29646
6min 39s
Table 4: Ablation of the Number K of Convex Points ( M=10 ) ( Best , Second , Third ).
Dynamic Reconstruction
Future State Prediction
System Identification
Primitives
K
M
PSNR ↑
SSIM ↑
FoVVDP ↑
PSNR ↑
SSIM ↑
FoVVDP ↑
log(E)
ν
Num.
K=4
M=8
29.47
0.959
8.152
24.55
0.944
7.605
0.351
0.053
14392
M=10
29.56
0.960
8.151
24.50
0.944
7.500
0.376
0.044
14405
M=12
29.60
0.960
8.206
24.47
0.943
7.558
0.510
0.043
14180
K=6
M=8
29.96
0.962
8.214
25.05
0.946
7.635
0.330
0.048
23832
M=10
30.00
0.962
8.247
25.71
0.948
7.683
0.371
0.044
23681
Table 5: Ablation of the Number M of Reduced DOFs.( Best , Second , Third )
PAC-NeRF
GIC
Spring-GS
Vid2Sim
Ours
Avg. Training Time
51 min
69 min
32 min
8 min
6 min
Primitives Num.
-
-
22882
31363
23681
Table 6: Comparison on total training time and primitives number.