Organizations: Zhejiang University · Shanghai AI Laboratory · Shanghai Jiao Tong University · Tsinghua University · The University of Hong Kong · The Chinese University of Hong Kong
Recent monocular 3D Gaussian Splatting (3DGS) streaming reconstruction methods have achieved impressive performance by balancing reconstruction quality and efficiency. However, extending these frameworks to underwater scenes remains challenging due to severe visual degradation, such as light attenuation and scattering, which degrades camera pose tracking and distorts scene geometry. To address these challenges, we propose AquaFlow, a monocular Gaussian Splatting streaming reconstruction framework for efficient and high-fidelity underwater reconstruction. Specifically, AquaFlow fine-tunes a 3D vision foundation model on large-scale underwater data for robust pose and pointmap estimation, and introduces a medium-guided incremental Gaussian initialization strategy for streaming mapping. Furthermore, we develop a streaming-compatible hybrid scene representation that integrates structured, distance-conditioned neural Gaussians with a physics-inspired optical model to compensate for underwater image formation effects, enabling accurate scene reconstruction. We evaluate AquaFlow on a comprehensive dataset of 62 diverse underwater trajectories, collected from both public benchmarks and in-the-wild web videos across various scales. Extensive experiments demonstrate that AquaFlow achieves state-of-the-art tracking and rendering performance, reducing average localization error by 13.2% and improving PSNR by 4.74 dB compared to WaterSplat-SLAM.
Figures & tables
Fig. 1: Overview of the AquaFlow framework. Given a long, continuous underwater video sequence, AquaFlow performs online streaming 3D reconstruction, rapidly estimating camera poses, dense pointmaps, a highly compact 3D Gaussian map, and physical medium parameters. To achieve this, AquaFlow seamlessly integrates domain-adapted underwater 3D geometric priors, a medium-guided Gaussian initialization scheme, and a hybrid scene representation combining structured neural Gaussians with physics-based medium modeling, ultimately enabling accurate subsea structural recovery and photorealistic novel view synthesis.
Fig. 2: Overview of the AquaFlow streaming 3D reconstruction pipeline. Given incoming monocular underwater frames, AquaFlow first predicts dense pointmaps and descriptors using a domain-adapted 3D foundation model to establish reliable pixel correspondences for relative pose optimization. Based on match counts and parallax, frames are dynamically categorized into keyframes, mapping frames, or common frames. Keyframes and mapping frames trigger medium-guided incremental initialization , where an online learned physical medium model removes attenuation and backscatter to yield clean base colors and structure-aware Gaussian seeds. Finally, these primitives are organized into a distance-aware structured neural Gaussian representation and decoded via the LGPD module, which is jointly optimized alongside explicit physical medium modeling for high-fidelity rendering.
Fig. 3: Overview and taxonomy of our proposed underwater evaluation benchmark. The dataset spans broad physical spatial scales and rich topological diversity, encompassing characteristic benthic environments such as shallow sandy beds, canyons, coral reefs, rocky terrains, submerged caves, and artificial ruins. Furthermore, it incorporates diverse camera trajectories (e.g., straight paths, loops, and erratic 3D motions) across a wide range of frame lengths: 14 short sequences ( 0–50 frames), 13 medium-short sequences ( 50–100 frames), 20 medium sequences ( 100–200 frames), 3 long sequences ( 200–400 frames), and 12 extended-range sequences ( >400 frames) to comprehensively assess online tracking and long-term mapping stability.
Dataset
Pairs
Type
Scene Content
TartanAir-Ocean
76,387
Syn.
Seafloor, terrain, industrial, wrecks
MIMIR-UW
44,721
Syn.
Seafloor, algae, industrial, ruins
UWStereo
26,611
Syn.
Corals, vessels, structures, ROVs
FLSea-stereo
6,576
Real
Seafloor, canyons, corals, artifacts
sweet-corals
69,978
Real
Corals, complex biomes & structures
Total
224,273
Mixed
Varied benthic biomes and subsea structures
TABLE I: Composition of underwater training image pairs. The datasets cover diverse synthetic and real underwater scenes.
Method
Canyons
RedSea
UW-Stereo-VI
SeaThru-NeRF
S-UW
Internet Data
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
UW-GS
27.33
0.916
0.288
23.78
0.809
0.316
27.87
0.903
0.366
25.79
0.858
0.260
20.55
0.733
0.279
23.56
0.786
0.311
OnTheFly-NVS
27.20
0.894
0.317
22.37
0.699
0.387
29.32
0.888
0.385
22.12
0.719
0.324
19.51
0.623
0.335
23.42
0.746
0.339
HI-SLAM2
29.88
0.898
0.269
23.66
0.716
0.448
27.69
0.856
0.423
25.33
0.745
0.471
21.42
0.685
0.367
25.13
0.769
0.369
MonoGS
27.83
0.875
0.460
20.89
0.644
0.708
25.87
0.861
0.480
13.82
0.524
0.589
9.70
0.261
0.667
16.47
0.607
0.623
S3PO-GS
29.62
0.910
0.369
22.47
0.669
0.562
29.96
0.900
0.450
19.48
0.609
0.493
19.48
0.569
0.459
22.82
0.743
0.491
TABLE II: Quantitative reconstruction results on real-world underwater datasets. We report PSNR, SSIM, and LPIPS. Higher PSNR/SSIM and lower LPIPS indicate better performance. The best and second-best results are in bold and underline .
Fig. 4: Qualitative comparisons of AquaFlow against baselines [ 6 , 46 , 22 , 17 , 33 ] . The top three rows highlight AquaFlow’s superior modeling capability for distant underwater scenes and intricate seafloor details (e.g., ground markings and discarded vehicle textures). The bottom three rows demonstrate our strength in recovering complex subsea structural topologies (e.g., underwater caves, shipwreck ruins and canyons), where domain-adapted 3D geometric priors and appearance representations effectively preserve sharp object boundaries and detailed structures compared to baseline methods.
Method
FLsea_canyons
FLsea_redsea
underwater-stereo-vi
seathruNerf
S-UW
Internet data
Time ↓
FPS ↑
#GS(k) ↓
Time ↓
FPS ↑
#GS(k) ↓
Time ↓
FPS ↑
#GS(k) ↓
Time ↓
FPS ↑
#GS(k) ↓
Time ↓
FPS ↑
#GS(k) ↓
Time ↓
FPS ↑
#GS(k) ↓
UW-GS
1896.0
0.26
952.0
4174.0
0.12
3120.0
557.6
0.31
750.9
227.5
0.10
707.8
245.2
0.10
1032.0
557.0
0.06
1132.9
ARTDECO
498.4
1.00
464.2
593.3
0.84
1006.4
212.8
0.74
733.9
50.6
0.43
917.4
39.8
0.60
1214.2
115.0
0.92
705.2
WaterSplat-SLAM
1562.9
0.32
13.8
1029.0
0.48
26.9
757.8
0.21
7.4
75.9
0.29
33.8
88.5
0.27
37.1
147.6
0.71
750.0
Ours
467.1
1.08
610.5
709.4
0.69
975.7
207.2
0.76
581.9
38.5
0.56
790.2
47.3
0.51
1157.8
153.9
0.68
758.6
TABLE III: Quantitative efficiency and Gaussian number comparison. We report scene training time ( Time (s)↓ ), training throughput ( FPS↑ ), and Gaussian count ( #GS (k)↓ ). The best and second-best results are in bold and underline , respectively.
Method
Canyons
RedSea
UW-Stereo-VI
SeaThru-NeRF
S-UW
Internet
UFEN-SLAM
1.107
1.226
0.978
1.637
1.570
1.477
DROID-SLAM
0.935
0.737
2.969
0.376
0.069
1.057
MASt3r-SLAM
0.978
1.357
0.872
1.579
1.270
0.997
VGGT-SLAM
3.079
2.747
1.965
0.237
0.469
2.261
VGGT-SLAM2
0.732
1.206
0.520
0.240
0.470
1.339
ARTDECO
0.559
0.991
0.325
0.372
0.245
0.593
TABLE IV: Quantitative localization (trajectory) results on underwater datasets. We report ATE RMSE (m) ↓ . The best and second-best results are in bold and underline , respectively.
Method
PSNR ↑
SSIM ↑
LPIPS ↓
GS(k)
Full model
34.47
0.953
0.209
601.6
w/o UW finetuning
33.41
0.943
0.247
608.3
w/o medium init.
33.91
0.949
0.223
406.8
w/o dist. embedding
32.56
0.943
0.232
629.6
w/o LGPD
33.92
0.951
0.214
653.2
TABLE V: Ablation study on the FLSea-Canyons dataset. We report PSNR, SSIM, and LPIPS. Higher PSNR/SSIM and lower LPIPS indicate better reconstruction quality.
Fig. 5: Qualitative ablation comparison on rendered color and depth maps. Compared to baseline variants lacking specific modules (e.g., medium initialization, underwater fine-tuning, distance encoding, or LGPD), disabling any component introduces structural geometric errors or scene blurring. In contrast, our full model faithfully recovers both accurate 3D geometry and realistic underwater appearance.
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. By leveraging degradation adaptation as a geometry-constrained process, WAT3R integrates a lightweight neural adaptation module to flexibly account for these underwater imaging effects, thereby improving multi-view reconstruction quality. Implemented in a single forward pass, WAT3R directly and efficiently outputs pixel-aligned 3D point maps and camera poses from underwater videos, allowing a high-quality underwater 3D reconstruction. Experiments conducted on the FLSea, SQUID, and USOD10K datasets show that our method consistently outperforms state-of-the-art approaches on 3D reconstruction tasks, including multi-view/monocular depth estimation and camera pose estimation.
Jiayi Xu, Jiahao Lu, Ziqiang Zheng +4
The Hong Kong University of Science and Technology · The Chinese University of Hong Kong · Peking University
We propose Swimm3R, a unified framework that combines medium-aware structure-from-motion (SfM) with Underwater Beta Splatting to address scattering- and attenuation-induced failures in underwater 3D reconstruction. Swimm3R distills in-air geometric priors into a feed-forward backbone and uses a physics head to regress underwater image-formation parameters, camera poses, and restored point clouds. Additionally, we introduce Underwater Beta Splatting, which extends Gaussian splatting with Beta primitives and scattering-aware geometric gradients for stable underwater geometry representation. We further establish the Barbados underwater video dataset to demonstrate the effectiveness of our method in challenging underwater environments. On this dataset, Swimm3R robustly recovers underwater scene structure under challenging scattering conditions, yielding coherent seafloor geometry. Using these predicted point clouds, the proposed Underwater Beta Splatting improves average PSNR by 1.47 dB over WaterSplatting while increasing downstream localization performance by 2.0 and 2.4 percentage points in RRA@15 and RTA@15, respectively.
Minseong Kweon, Junaed Sattar
Department of Computer Science & Engineering and the Minnesota Robotics Institute (MnRI), University of Minnesota–Twin Cities, Minneapolis, MN 55455 USA
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 \textbf{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