UW-GS: Distractor-Aware 3D Gaussian Splatting for Enhanced Underwater Scene Reconstruction

Haoran Wang, Nantheera Anantrasirichai, Fan Zhang, David Bull
10/2/2024
cs.CV

No official code found. Best implementation: WangHaoran16/UW-GS (39 stars, last commit 2025-08-08).

Abstract

3D Gaussian splatting (3DGS) offers the capability to achieve real-time high quality 3D scene rendering. However, 3DGS assumes that the scene is in a clear medium environment and struggles to generate satisfactory representations in underwater scenes, where light absorption and scattering are prevalent and moving objects are involved. To overcome these, we introduce a novel Gaussian Splatting-based method, UW-GS, designed specifically for underwater applications. It introduces a color appearance that models distance-dependent color variation, employs a new physics-based density control strategy to enhance clarity for distant objects, and uses a binary motion mask to handle dynamic content. Optimized with a well-designed loss function supporting for scattering media and strengthened by pseudo-depth maps, UW-GS outperforms existing methods with PSNR gains up to 1.26dB. To fully verify the effectiveness of the model, we also developed a new underwater dataset, S-UW, with dynamic object masks.

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WangHaoran16/UW-GSCommunity100%

Accepted by WACV2025

394C, C++Dec 2, 20241 years agoNOASSERTION

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Cite this paper

@article{wang2024uwgs,
  title  = {UW-GS: Distractor-Aware 3D Gaussian Splatting for Enhanced Underwater Scene Reconstruction},
  author = {Haoran Wang and Nantheera Anantrasirichai and Fan Zhang and David Bull},
  year   = {2024},
  eprint = {2410.01517},
  archivePrefix = {arXiv},
  url    = {http://arxiv.org/abs/2410.01517v2}
}

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