WACV 2027 · Applications Track

RigidGS

Geometry-Aware Object Decoupling for Rigid-Body Interaction in 3D Gaussian Splatting

Paul Sansah Gyreyiri·Diksha Shukla

Secure Sensing and Learning Research Lab
University of Wyoming, Laramie, WY, USA


Abstract

Interactive VR/MR applications demand photorealistic 3D representations that support real-time rendering and object-level manipulation. While 3D Gaussian Splatting (3DGS) achieves high rendering quality, it represents scenes as unstructured, monolithic primitives. Existing object-aware 3DGS methods jointly optimize geometry and semantic states but suffer from two key failure modes: noisy foundation-model masks on complex geometry, and label–geometry coupling, in which co-optimized identity gradients mislabel boundary Gaussians.

We introduce RigidGS, an end-to-end pipeline that decouples geometric learning from object identity. We propose a depth- and temporally-aware mask refinement module that addresses two complementary SAM2 failures: over-inclusion on thin structures and under-inclusion on multimodal-depth objects. We then determine object identities entirely upstream via COLMAP projection voting and freeze them during training, directing mask supervision solely toward geometric optimization. Refined masks alone substantially improve competing methods, yet a residual gap in label–geometry coupling persists that our fixed-identity design eliminates.

RigidGS outperforms prior object-aware 3DGS methods on LLFF/NVOS, Mip-NeRF 360, and iNeRF360, improving segmentation and boundary IoU by 7.7 and 14.5 points on LLFF/NVOS. Finally, RigidGS enables real-time rigid-body manipulation on Meta Quest 2 without mesh extraction.

01

Architecture

Pipeline: multi-view images and user point prompts go to SAM2; refined masks label the COLMAP point cloud; unified 3DGS training uses photometric loss, mask BCE and boundary regularization; the segmented 3DGS then goes through LaMa inpainting and background-only refinement.
Overview. Masks are refined and point labels assigned before training starts. Training fits geometry under fixed labels, then inpaints the removed object's hole.
Before training

Depth- and temporally-aware mask refinement

SAM2 swallows background between thin parts, such as the gaps between fern fronds. It also drops parts of an object that sit at a second depth, such as a truck's bed behind its cab. Refined masks from neighbouring frames are warped in by optical flow. Where SAM2 disagrees with them, SAM2 is re-prompted with points inside a Depth-Anything depth band. A grid of local depth thresholds then removes leftover background.

Before training

Fixed object identity

Each COLMAP point takes the label most of its views agree on. A k-NN pass then relabels isolated stragglers. These integer labels are never exposed to a gradient: cloned and split Gaussians inherit them, and pruned Gaussians take theirs with them.

During training

Mask loss and boundary stabilization

A rendered-mask BCE against the refined masks moves, shrinks or fades misplaced Gaussians; it cannot change their label. At the 3D interface between objects, flattening, shrinkage and repulsion terms stop Gaussians of different objects from interpenetrating.

Each 3D point x, seen in views 𝒱(x), is labelled by a majority vote over the refined masks (label 0 is background):

y(𝐱)= arg⁡maxc∈{0,…,K} ∑v∈𝒱(𝐱) 𝟙[πv(𝐱)∈Mvref,c]

Training runs in two stages. Stage 1 fits the scene for 30,000 iterations with these labels held fixed. The foreground is then hidden and SAM2 propagates the exposed hole across views. LaMa inpaints it, and 5,000 more iterations refine only the background Gaussians.

Rows: ground truth, raw SAM2 mask, refined mask. Fern: SAM2 fills the gaps between fronds, the refined mask recovers them. Truck: SAM2 misses the bed, the refined mask includes cab and bed. Trex: both failures at once.
Mask refinement. Rows: ground truth, raw SAM2, refined. Fern: over-inclusion corrected. Truck: under-inclusion recovered. Trex: both at once.

02

Object segmentation

Gaussian Grouping and SAGA fragment thin structures, and COB-GS keeps background drift on multi-depth objects. RigidGS extracts each object cleanly.

Extracted objects for fortress, fern and trex from Gaussian Grouping, SAGA, COB-GS and RigidGS next to the ground-truth photo. Baselines leave floaters or fragments; RigidGS extractions are clean.
Extracted objects on LLFF fortress, fern and trex.
Extracted foreground on Tanks & Temples Train and Truck for Gaussian Grouping, SAGA, COB-GS and RigidGS.

03

Multi-object segmentation

Every object in a scene gets its own fixed label, so one training run separates them all. On the LERF scenes, Gaussian Grouping's extraction carries floaters across the table, while RigidGS keeps only the objects.

LERF Figurines, ten objects. Left: RigidGS. Right: Gaussian Grouping.
LERF Teatime, five objects. Left: RigidGS. Right: Gaussian Grouping.

04

Robust to wrong initial labels

Because labels are fixed, an obvious worry is what happens when the initial vote is wrong. Flipping a sizeable share of the initial point labels barely changes the result: the mask loss fades mislabelled Gaussians within one densification cycle, and opacity pruning then removes almost all of them.

Letting the labels learn instead hurts most on objects with parts at several depths, such as trex's ribs and tail, which pull boundary Gaussians toward inconsistent labels.

Training from corrupted initial labels: foreground→background, background→foreground and symmetric flips.

05

Object removal and background completion

Object removal on two scenes. Gaussian Grouping leaves ghosting residue even after post-processing; RigidGS removes the object cleanly and inpaints a view-consistent background.
Removing an object. Gaussian Grouping leaves ghosting in the vacated region, with or without post-processing. RigidGS removes cleanly, and its inpainting stage fills the hole.

06

Rigid-body interaction in VR

Each segmented object is exported as its own group of Gaussians with a physics collider. Grabbing, dragging and dropping apply one rigid transform to the whole group on a Meta Quest 2, with no mesh extraction, deformation field or retraining.

The segmented bear as a rigid body under game-engine physics.

BibTeX

@article{gyreyiri2026rigidgs,
  title   = {RigidGS: Geometry-Aware Object Decoupling for
             Rigid-Body Interaction in 3D Gaussian Splatting},
  author  = {Gyreyiri, Paul Sansah and Shukla, Diksha},
  journal = {arXiv preprint arXiv:2611.10199},
  year    = {2026}
}