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SeaSplat: Representing Underwater Scenes with 3D Gaussian Splatting and a Physically Grounded Image Formation Model

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arxiv 2409.17345 v2 pith:M4BT4NO5 submitted 2024-09-25 cs.CV cs.RO

classification cs.CVcs.RO
keywords scenesunderwaterimagerenderingsceneformationgaussianmedium
verification ladder T0 review T1 audit T2 compute T3 formal
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We introduce SeaSplat, a method to enable real-time rendering of underwater scenes leveraging recent advances in 3D radiance fields. Underwater scenes are challenging visual environments, as rendering through a medium such as water introduces both range and color dependent effects on image capture. We constrain 3D Gaussian Splatting (3DGS), a recent advance in radiance fields enabling rapid training and real-time rendering of full 3D scenes, with a physically grounded underwater image formation model. Applying SeaSplat to the real-world scenes from SeaThru-NeRF dataset, a scene collected by an underwater vehicle in the US Virgin Islands, and simulation-degraded real-world scenes, not only do we see increased quantitative performance on rendering novel viewpoints from the scene with the medium present, but are also able to recover the underlying true color of the scene and restore renders to be without the presence of the intervening medium. We show that the underwater image formation helps learn scene structure, with better depth maps, as well as show that our improvements maintain the significant computational improvements afforded by leveraging a 3D Gaussian representation.

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Cited by 1 Pith paper

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. Swimm3R: Splatting with Medium-aware SfM for Underwater 3D Reconstruction

    cs.CV 2026-08 conditional novelty 6.0 of 10

    Swimm3R couples a scattering-aware, feed-forward structure-from-motion backbone with underwater Beta splatting to reconstruct and render 3D scenes from turbid underwater video, improving rendering PSNR and localizatio...

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