Geometry beneath the Waves: Dense Priors for Sparse-View Underwater 3D Gaussian Splatting
Read the original on arXiv Computer Vision →The Flow has not summarised this story yet — read it at arXiv Computer Vision.
The Flow has not summarised this story yet — read it at arXiv Computer Vision.
The underwater environment is challenging for 3D reconstruction, because particles suspended in the water scatter and diffuse light, turbidity varies, absorption depends on wavelength, and illuminatio...
The paper investigates the performance of Gaussian splatting techniques for 3D reconstruction in underwater settings, evaluating five publicly available systems across datasets with varying turbidity, illumination loss, and colour attenuation, as well as an industrial survey. The study finds that reconstruction quality is more influenced by environmental setup—such as water clarity and illumination geometry—than by the specific algorithmic architecture, with clear water yielding high frame registration rates and artificial moving lights favoring medium‑blind splatting. The authors release all scene builds, per‑run configurations, and evaluation code to support reproducibility.
arXiv:2608.22906v1 Announce Type: new Abstract: Recent monocular 3D Gaussian Splatting (3DGS) streaming reconstruction methods have achieved impressive performance by balancing reconstruction quality...
Recent monocular 3D Gaussian Splatting (3DGS) streaming reconstruction methods have achieved impressive performance by balancing reconstruction quality and efficiency. However, extending these framewo...
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.
Reconstructing photorealistic scenes in unconstrained underwater environments remains challenging due to severe media-induced light scattering and unpredictable dynamic objects. Recent feed-forward vi...