Reconstructing high-fidelity underwater scenes remains a challenging task due to light absorption, scattering, and limited visibility inherent in aquatic environments. This paper presents an enhanced Gaussian Splatting-based framework that improves both the visual quality and geometric accuracy of deep underwater rendering. We propose decoupled learning for RGB channels, guided by the physics of underwater attenuation, to enable more accurate colour restoration. To address sparse-view limitations and improve view consistency, we introduce a frame interpolation strategy with a novel adaptive weighting scheme. Additionally, we introduce a new loss function aimed at reducing noise while preserving edges, which is essential for deep-sea content. We also release a newly collected dataset, Submerged3D, captured specifically in deep-sea environments. Experimental results demonstrate that our framework consistently outperforms state-of-the-art methods with PSNR gains up to 1.90dB, delivering superior perceptual quality and robustness, and offering promising directions for marine robotics and underwater visual analytics. The code of RUSplatting is available at https://github.com/theflash987/RUSplatting and the dataset Submerged3D can be downloaded at https://zenodo.org/records/15482420.
Figures & tables
Figure 1: Pipeline of RUSplatting. Yellow highlights indicate the proposed contributions: (1) colour-channel decoupling with a deeper MLP for improved estimation of underwater medium parameters; (2) IFI to enrich representations and enhance frame overlap; (3) an AFW strategy to suppress contributions from poorly interpolated frames; and (4) an ESL to reduce noise while preserving fine structural details.
Dataset
SeaThru-NeRF
S-UW
Submerged3D
Method
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Instant-NGP [ 22 ]
23.7944
0.6317
0.4434
18.9001
0.4693
0.3966
19.0266
0.5107
0.4977
SeaThru-NeRF [ 17 ]
26.0604
0.7806
0.3398
21.2253
0.5948
0.4104
19.1967
0.4967
0.5685
3DGS [ 15 ]
26.8353
0.9011
0.1826
23.7563
0.7745
0.2231
22.6551
0.7544
0.3288
WaterSplatting [ 18 ]
27.3924
0.8475
0.1870
\cellcolor y24.8788
\cellcolor y0.7915
0.2159
\cellcolor y24.5832
0.7517
0.3172
UW-GS [ 27 ]
\cellcolor y28.2557
\cellcolor y0.9105
\cellcolor y0.1750
24.1833
0.7838
\cellcolor y0.2050
24.3409
\cellcolor y0.7723
\cellcolor y0.3107
Table 1: Performance comparison between RUSplatting and five baseline models on three datasets. The results are the average values over all four scenes in each dataset. ↑ indicates that higher values are better, while ↓ indicates that lower values are better. Red colour with bold denotes the best result and yellow denotes the second best.
Figure 2: Sample images from Submerged3D dataset.
Figure 3: Novel view rendering comparison on the Submerged3D, SeaThru-NeRF and S-UW datasets. The first two rows show results from the Cormoran, and Tokai scenes from Submerged3D, respectively. The left side of the third row shows the result from IUI-Reasea (SeaThru-NeRF), while the right side shows the Seabed from S-UW
Figure 4: Left: Ablation study configurations. Right: Average results of all scenes. We construct five model variants (i.e., M1–M5) and compare them to RUSplatting.
Underwater 3D reconstruction recovers scene geometry and appearance from camera, sonar, and robot-sensor data despite refraction, scattering, and motion.
Underwater 3D reconstruction remains challenging under sparse views, where scattering, absorption, and suspended particles degrade feature correspondences and geometric estimation. Although feed-forward geometry foundation models offer an alternative to conventional Structure-from-Motion, their direct application underwater produces noisy and fragmented geometry that limits subsequent 3D Gaussian Splatting (3DGS). We propose a sparse-view underwater reconstruction framework that adapts feed-forward geometry to underwater degradation and exploits its dense geometric priors for view synthesis. First, we adapt VGGT using LoRA and teacher--student distillation, training on synthetically degraded underwater images while preserving clean geometric supervision. This improves robustness to underwater appearance distortions without modifying the pretrained prediction heads. Second, the predicted dense geometry initialises an intermediate 3DGS representation that generates geometry-guided pseudo-views, increasing view overlap and strengthening feature tracks for subsequent RUSplatting optimisation. Experiments on SeaThru-NeRF and Submerged3D demonstrate improved reconstruction quality under sparse-view conditions. On SeaThru-NeRF, our method improves RUSplatting from 24.37 to 27.11 dB PSNR and increases SSIM from 0.7611 to 0.8634, while achieving the best average PSNR and LPIPS on Submerged3D. These results demonstrate the potential of domain-adapted geometric priors for robust sparse-view underwater 3D reconstruction.
Harvey Caldeira, Haoran Wang, Guoxi Huang +3
University of Bristol Bristol, United Kingdom · National University of Singapore Singapore, Singapore · Oceanx New York, USA
Underwater 3D reconstruction and appearance restoration remain challenging due to the complex optical properties of water, such as wavelength-dependent attenuation and scattering. Existing Neural Radiance Fields (NeRF)-based approaches often suffer from slow rendering and limited practicality, while vanilla 3D Gaussian Splatting (3DGS) lacks an effective mechanism to account for underwater degradation. To address this, we propose WaterClear-GS, a physics-informed reformulation of underwater Gaussian splatting that models degradation as intrinsic Gaussian attributes rather than external medium fields. Furthermore, we adopt a dual-branch optimization strategy that preserves underwater photometric consistency while encouraging a practical separation between restoration-oriented latent clean appearance and degradation. This strategy is enhanced by depth-guided geometry regularization and perception-driven image supervision, together with exposure constraints, spatially adaptive regularization, and physics-informed spectral regularization, which collectively promote spatial coherence and plausible visual appearance. Extensive experiments on standard benchmarks and our collected dataset demonstrate that WaterClear-GS achieves strong performance on both novel view synthesis (NVS) and underwater image restoration (UIR) tasks, while maintaining 160+ FPS real-time rendering. The code will be available at https://sherii888.github.io/WaterClear-GS/.
Underwater scene reconstruction is essential for immersive exploration of aquatic environments, yet remains challenging due to complex participating-media effects such as absorption and scattering, as well as the limited field of view (FoV) of conventional cameras. Although combining panoramic imaging with 3D Gaussian Splatting (3DGS) offers a promising direction for photorealistic underwater rendering, traditional 3DGS struggles with both spherical projection distortion and underwater medium degradation. In this paper, we propose Underwater360, a physics-informed omnidirectional 3DGS framework for underwater panoramic scene reconstruction. First, we introduce an Omnidirectional Gaussian Splatting module that performs ray casting directly in spherical camera space instead of relying on 2D projection approximations, thereby reducing geometric distortions under 360∘ FoV. Second, we design a physics-based appearance-medium modeling architecture with pose-conditioned appearance embeddings to explicitly decouple intrinsic scene radiance from depth-dependent backscatter and attenuation, enabling physically grounded scene appearance restoration. Finally, we establish a new panoramic underwater benchmark dataset containing both synthetic and real-world scenes. Extensive experiments demonstrate that Underwater360 achieves superior performance in underwater novel view synthesis and scene appearance restoration, delivering improved rendering quality and cross-view consistency in complex underwater environments. The code and datasets are released at https://github.com/SwcK423/Underwater360
Jiangbei Hu, Weichao Song, Shibo Yu +8
School of Software, Dalian University of Technology · College of Computing and Data Science, Nanyang Technological University