
hile 3D Gaussian Splatting (3DGS) has revolutionized real-time radiance field rendering, it inherently lacks the geometric surface information required for physics engines to interact with the scene.This senior thesis proposes and implements a pipeline for generating real-time collision maps from 3D Gaussian primitives. By analyzing density thresholds and opacity distribution within the splat data, I am developing a method to extract a simplified proxy mesh (or voxel grid) that allows virtual objects to collide with the photorealistic background.The system is built using a custom C++ rasterizer and utilizes CUDA for parallel processing of the Gaussian kernels, ensuring that physics calculations do not bottleneck the rendering pipeline.