arXiv:2608.22888v1 Announce Type: new
Abstract: Reconstructing photorealistic scenes in unconstrained underwater environments remains challenging due to severe media-induced light scattering and unpr...
By Xiaopeng Guo, Wai Chung Tse, Yipeng Zhu, Hanwen Zhang, Huajian Huang, Sai-Kit Yeung
arXiv:2608.22906v1 Announce Type: new
Abstract: Recent monocular 3D Gaussian Splatting (3DGS) streaming reconstruction methods have achieved impressive performance by balancing reconstruction quality...
By Yingxiang Xu, Kerui Ren, Wenqi Guo, Changjian Jiang, Tao Lu, Linning Xu, Mulin Yu
Recent monocular 3D Gaussian Splatting (3DGS) streaming reconstruction methods have achieved impressive performance by balancing reconstruction quality and efficiency. However, extending these framewo...
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
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
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
The paper introduces 3D-USE, a two‑stage framework for underwater scene‑level enhancement that learns a persistent, visibility‑enhanced 3D representation from degraded multi‑view observations. First, the Medium Radial Basis Anchor Representation (MediumRBF) builds a medium‑aware Gaussian scene by separating object and medium effects. Then, Appearance Transition Consensus (ATC) transfers 2D underwater image enhancement knowledge into scene‑global and Gaussian‑local targets, which are realized by an Underwater Bilateral Appearance Field (U‑BAF) to render enhanced novel views without a 2D UIE model at inference. Experiments on real underwater scenes demonstrate improved visibility, cross‑view consistency, and preserved reconstruction quality.
By Jieyu Yuan, Yuanlin Zhang, Jihong Li, Chunle Guo, Huimin Lu, Chongyi Li
Estimating 3D geometry in underwater environments presents unique challenges due to light attenuation, scattering, and the absence of large-scale, high-quality 3D annotations. Pioneering methods rely on massive dense annotations that are impractical in underwater settings.
arXiv:2608.30184v1 Announce Type: new
Abstract: Volumetric video enables immersive free viewpoint rendering of dynamic real world scenes, yet existing methods struggle with long sequences and complex...
By Jiahao Wu, Jie Liang, Die Hu, Jiayu Yang, Kaiqiang Xiong, Xiang Li, Xiaoyun Zheng, Chao Wang, Ronggang Wang
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
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.
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.