Hugging Face Trending Papers

AquaFlow: A Monocular Gaussian Splatting SLAM for Underwater Streaming Reconstruction

arXiv Computer Vision
Oct 16

RUSplatting: Robust 3D Gaussian Splatting for Sparse-View Underwater Scene Reconstruction

RUSplatting introduces a robust 3D Gaussian splatting framework for reconstructing high‑fidelity underwater scenes from sparse views. The method decouples RGB learning guided by underwater attenuation physics, employs a novel adaptive weighting scheme for frame interpolation, and adds a loss function that reduces noise while preserving edges. Experiments on the newly released Submerged3D dataset show PSNR gains up to 1.90 dB over state‑of‑the‑art methods, improving both visual quality and geometric accuracy for deep‑sea rendering.

By Zhuodong Jiang, Haoran Wang, Guoxi Huang, Brett Seymour, Nantheera Anantrasirichai
arXiv Computer Vision
Sep 25

OceanXL: Large-scale Underwater 3D Gaussian Splatting via Block Partitioning and Adaptive Pruning

OceanXL is a new framework that applies 3D Gaussian Splatting to large-scale underwater scenes by partitioning them into spatially coherent blocks and using adaptive pruning to remove redundant primitives. This divide‑and‑conquer approach improves training efficiency and rendering performance while maintaining global geometric consistency. The authors also release a large underwater dataset and demonstrate that OceanXL achieves favorable scalability, compactness, and efficiency compared to existing baselines, with competitive quality on smaller datasets and smaller model sizes than other underwater methods.

By Haoran Wang, Shaoyu Cai, Adrian Azzarelli, Zhuodong Jiang, Guoxi Huang, Eng Tat Khoo, Brett Seymour, Fan Zhang, David Bull, Nantheera Anantrasirichai
arXiv Computer Vision
Sep 25

WaterClear-GS: Optical-Aware Gaussian Splatting for Underwater Reconstruction and Restoration

WaterClear-GS introduces a physics-informed Gaussian splatting method tailored for underwater 3D reconstruction and appearance restoration. It models underwater degradation as intrinsic Gaussian attributes and employs a dual-branch optimization that separates clean appearance from degradation while preserving photometric consistency. The approach incorporates depth-guided geometry regularization, perception-driven supervision, exposure constraints, adaptive regularization, and spectral regularization, achieving strong novel view synthesis and image restoration performance at over 160 FPS.

By Xinrui Zhang, Yufeng Wang, Zesheng Wang, Dacheng Qi, Wenrui Ding, Shuangkang Fang
Hugging Face Trending Papers
Jul 23

WAT3R: Feedforward Underwater 3D Reconstruction

Reliable feedforward underwater 3D reconstruction remains challenging due to severe light attenuation and backscattering, which degrade visual quality and disrupt feature consistency across views, leading to inaccurate multi-view geometry. To address this issue, we propose WAT3R, a feed-forward framework for reconstructing 3D scenes directly from underwater images.

arXiv Computer Vision
Oct 12

Make It Flow: Animating Water in 3D Gaussian Splatting Scenes

The paper introduces a technique for animating water within static 3D Gaussian Splatting (3DGS) scenes, allowing realistic, looping water motion without dynamic capture or physical simulation. It estimates 2D optical flow from images or renderings, lifts it into a 3D Eulerian motion field, and deforms Gaussian primitives accordingly, producing temporally seamless animations. The method maintains real‑time rendering performance and improves visual quality and efficiency compared to prior dynamic Gaussian splatting and 3D cinemagraph approaches.

By Kjell Keune, Florian Hahlbohm, Jannis M\"oller, Susana Castillo, Martin Eisemann, Marcus Magnor
Hugging Face Trending Papers
Oct 9

Make It Flow: Animating Water in 3D Gaussian Splatting Scenes

The paper introduces a technique for animating water within static 3D Gaussian Splatting (3DGS) scenes, allowing realistic motion without dynamic capture or physical simulation. It estimates 2D optical flow from images or renderings, lifts it into a 3D Eulerian motion field, and applies this to deform Gaussian primitives, creating temporally seamless looping animations. The method maintains real‑time rendering performance, improves perceptual realism, and supports free‑viewpoint navigation, outperforming prior dynamic Gaussian splatting and 3D cinemagraph approaches on a new waterfall dataset.

arXiv Computer Vision
6d ago

LingGS: Decoupling Feed-Forward Geometry Prediction from Camera Tracking for High-Fidelity Gaussian SLAM

The paper introduces LingGS, an online monocular RGB Gaussian splatting SLAM system that decouples feed‑forward geometry prediction from camera tracking. By leveraging a frozen streaming 3D foundation model as a virtual RGB‑D sensor for depth estimation and an explicit geometric solver for camera motion via feature reprojection, LingGS achieves higher tracking accuracy than learned predictions. Experiments on indoor and outdoor datasets demonstrate significant improvements in reconstruction quality, achieving about 7 FPS on a single RTX 4090 and 2–3× the throughput of prior SLAM systems.

By Da Li, Yihan Zang, Ivan Viola, Zeyu Wang, Dominik Engel