Joanna Waczyńska

CV
h-index4
6papers
137citations
Novelty40%
AI Score44

6 Papers

20.5CVSep 9, 2024Code
GASP: Gaussian Splatting for Physic-Based Simulations

Piotr Borycki, Weronika Smolak, Joanna Waczyńska et al.

Physics simulation is paramount for modeling and utilizing 3D scenes in various real-world applications. However, integrating with state-of-the-art 3D scene rendering techniques such as Gaussian Splatting (GS) remains challenging. Existing models use additional meshing mechanisms, including triangle or tetrahedron meshing, marching cubes, or cage meshes. Alternatively, we can modify the physics-grounded Newtonian dynamics to align with 3D Gaussian components. Current models take the first-order approximation of a deformation map, which locally approximates the dynamics by linear transformations. In contrast, our GS for Physics-Based Simulations (GASP) pipeline uses parametrized flat Gaussian distributions. Consequently, the problem of modeling Gaussian components using the physics engine is reduced to working with 3D points. In our work, we present additional rules for manipulating Gaussians, demonstrating how to adapt the pipeline to incorporate meshes, control Gaussian sizes during simulations, and enhance simulation efficiency. This is achieved through the Gaussian grouping strategy, which implements hierarchical structuring and enables simulations to be performed exclusively on selected Gaussians. The resulting solution can be integrated into any physics engine that can be treated as a black box. As demonstrated in our studies, the proposed pipeline exhibits superior performance on a diverse range of benchmark datasets designed for 3D object rendering. The project webpage, which includes additional visualizations, can be found at https://waczjoan.github.io/GASP.

26.9CVFeb 2, 2024Code
GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting

Joanna Waczyńska, Piotr Borycki, Sławomir Tadeja et al.

Gaussian Splatting (GS) is a novel, state-of-the-art technique for rendering points in a 3D scene by approximating their contribution to image pixels through Gaussian distributions, warranting fast training and real-time rendering. The main drawback of GS is the absence of a well-defined approach for its conditioning due to the necessity of conditioning several hundred thousand Gaussian components. To solve this, we introduce the Gaussian Mesh Splatting (GaMeS) model, which allows modification of Gaussian components in a similar way as meshes. We parameterize each Gaussian component by the vertices of the mesh face. Furthermore, our model needs mesh initialization on input or estimated mesh during training. We also define Gaussian splats solely based on their location on the mesh, allowing for automatic adjustments in position, scale, and rotation during animation. As a result, we obtain a real-time rendering of editable GS.

16.4CVMay 23, 2024Code
D-MiSo: Editing Dynamic 3D Scenes using Multi-Gaussians Soup

Joanna Waczyńska, Piotr Borycki, Joanna Kaleta et al.

Over the past years, we have observed an abundance of approaches for modeling dynamic 3D scenes using Gaussian Splatting (GS). Such solutions use GS to represent the scene's structure and the neural network to model dynamics. Such approaches allow fast rendering and extracting each element of such a dynamic scene. However, modifying such objects over time is challenging. SC-GS (Sparse Controlled Gaussian Splatting) enhanced with Deformed Control Points partially solves this issue. However, this approach necessitates selecting elements that need to be kept fixed, as well as centroids that should be adjusted throughout editing. Moreover, this task poses additional difficulties regarding the re-productivity of such editing. To address this, we propose Dynamic Multi-Gaussian Soup (D-MiSo), which allows us to model the mesh-inspired representation of dynamic GS. Additionally, we propose a strategy of linking parameterized Gaussian splats, forming a Triangle Soup with the estimated mesh. Consequently, we can separately construct new trajectories for the 3D objects composing the scene. Thus, we can make the scene's dynamic editable over time or while maintaining partial dynamics.

2.3GROct 13, 2025
GS-Verse: Mesh-based Gaussian Splatting for Physics-aware Interaction in Virtual Reality

Anastasiya Pechko, Piotr Borycki, Joanna Waczyńska et al.

As the demand for immersive 3D content grows, the need for intuitive and efficient interaction methods becomes paramount. Current techniques for physically manipulating 3D content within Virtual Reality (VR) often face significant limitations, including reliance on engineering-intensive processes and simplified geometric representations, such as tetrahedral cages, which can compromise visual fidelity and physical accuracy. In this paper, we introduce GS-Verse (Gaussian Splatting for Virtual Environment Rendering and Scene Editing), a novel method designed to overcome these challenges by directly integrating an object's mesh with a Gaussian Splatting (GS) representation. Our approach enables more precise surface approximation, leading to highly realistic deformations and interactions. By leveraging existing 3D mesh assets, GS-Verse facilitates seamless content reuse and simplifies the development workflow. Moreover, our system is designed to be physics-engine-agnostic, granting developers robust deployment flexibility. This versatile architecture delivers a highly realistic, adaptable, and intuitive approach to interactive 3D manipulation. We rigorously validate our method against the current state-of-the-art technique that couples VR with GS in a comparative user study involving 18 participants. Specifically, we demonstrate that our approach is statistically significantly better for physics-aware stretching manipulation and is also more consistent in other physics-based manipulations like twisting and shaking. Further evaluation across various interactions and scenes confirms that our method consistently delivers high and reliable performance, showing its potential as a plausible alternative to existing methods.

7.1LGSep 26, 2025
Memory Self-Regeneration: Uncovering Hidden Knowledge in Unlearned Models

Agnieszka Polowczyk, Alicja Polowczyk, Joanna Waczyńska et al.

The impressive capability of modern text-to-image models to generate realistic visuals has come with a serious drawback: they can be misused to create harmful, deceptive or unlawful content. This has accelerated the push for machine unlearning. This new field seeks to selectively remove specific knowledge from a model's training data without causing a drop in its overall performance. However, it turns out that actually forgetting a given concept is an extremely difficult task. Models exposed to attacks using adversarial prompts show the ability to generate so-called unlearned concepts, which can be not only harmful but also illegal. In this paper, we present considerations regarding the ability of models to forget and recall knowledge, introducing the Memory Self-Regeneration task. Furthermore, we present MemoRa strategy, which we consider to be a regenerative approach supporting the effective recovery of previously lost knowledge. Moreover, we propose that robustness in knowledge retrieval is a crucial yet underexplored evaluation measure for developing more robust and effective unlearning techniques. Finally, we demonstrate that forgetting occurs in two distinct ways: short-term, where concepts can be quickly recalled, and long-term, where recovery is more challenging.

6.2CVJun 9, 2025Code
HuSc3D: Human Sculpture dataset for 3D object reconstruction

Weronika Smolak-Dyżewska, Dawid Malarz, Grzegorz Wilczyński et al.

3D scene reconstruction from 2D images is one of the most important tasks in computer graphics. Unfortunately, existing datasets and benchmarks concentrate on idealized synthetic or meticulously captured realistic data. Such benchmarks fail to convey the inherent complexities encountered in newly acquired real-world scenes. In such scenes especially those acquired outside, the background is often dynamic, and by popular usage of cell phone cameras, there might be discrepancies in, e.g., white balance. To address this gap, we present HuSc3D, a novel dataset specifically designed for rigorous benchmarking of 3D reconstruction models under realistic acquisition challenges. Our dataset uniquely features six highly detailed, fully white sculptures characterized by intricate perforations and minimal textural and color variation. Furthermore, the number of images per scene varies significantly, introducing the additional challenge of limited training data for some instances alongside scenes with a standard number of views. By evaluating popular 3D reconstruction methods on this diverse dataset, we demonstrate the distinctiveness of HuSc3D in effectively differentiating model performance, particularly highlighting the sensitivity of methods to fine geometric details, color ambiguity, and varying data availability--limitations often masked by more conventional datasets.