cs.CVDate pending

FujinSplat: Seeing Through Smoke with RAW-Domain Gaussian Splatting

Authors: Gengjia ChangZiteng CuiShuhong Liu

Abstract

The appearance of a smoky scene is shaped by two processes that a camera records together: the participating medium alters scene radiance in a view-dependent way, and the image signal processor (ISP) then remaps the result through a nonlinear tone and color transformation. Recovering a clean 3D scene requires separating both. Per-view sRGB dehazing acts only after the ISP has entangled them; standard 3D reconstruction ignores the medium and absorbs it into scene geometry and radiance. FujinSplat addresses the problem in the RAW domain, where the two processes remain separable. A per-scene Base ISP is fitted from the scene's hazy RAW captures to its own camera renderings and then frozen, providing a fixed photometric anchor that performs no dehazing. Analyzing expert corrections reveals a compact, low-dimensional correction space identifiable from RAW alone. FujinSplat therefore fits per-view action answers at the training poses and trains a single scene-agnostic controller to regress them from RAW; the corrected views supervise one static 3D Gaussian representation, jointly with a bounded per-view residual that reconciles cross-view photometric inconsistencies. On the RealX3D real-world smoke benchmark FujinSplat clearly outperforms the strongest comparable baseline, ahead of both physics-based reconstruction and restoration-then-3DGS pipelines. Code is available at https://github.com/I2WM/FujinSplat .

Explore similar work

Sep 11, 2026cs.CV

Tri-DehazeGS: Scene--Medium Decoupled Gaussian Splatting with Transmittance-Aware Optimization

Recovering clean 3D scenes from hazy multi-view images is challenging because haze attenuates scene radiance and introduces atmospheric scattering. Recent scattering-aware Gaussian Splatting methods introduce physical haze models into reconstruction, but they often apply degradation in image space or bind medium-related variables to Gaussian primitives, which can entangle clean scene radiance with atmospheric effects. Moreover, low-transmittance regions provide weakened supervision for Gaussian optimization, causing distant or dense-haze areas to be under-reconstructed. We argue that clean reconstruction under haze requires both scene--medium disentanglement and transmittance-aware optimization rebalancing. To this end, we propose Tri-DehazeGS, a scene--medium decoupled Gaussian Splatting framework. It represents the clean scene with Gaussian primitives, models the participating medium using an independent view-shared tri-plane field, and composes hazy observations through a physical scattering model. We further introduce Medium-Decoupled Transmittance Gradient Compensation (MD-TGC), which compensates haze-suppressed gradients after medium freezing without altering forward rendering. Experiments on real and synthetic haze benchmarks show that Tri-DehazeGS improves clean novel-view reconstruction. Code is available at https://github.com/aptx46/Tri-DehazeGS.
Kui Jiang, Yang Gu, Jiacheng Liu +3
Aug 31, 2026cs.CV

ObjectSplat: Improving Mesh Fidelity and Interactivity for 3D Scenes via Object-Level Mesh Splatting

Splatting-based algorithms reconstruct photorealistic, real-time-renderable, and mesh-exportable 3D scenes from regular images, but they represent a scene as a single monolithic field. Therefore, the reconstruction has no object-level structure, leaving it infeasible for downstream editing or interaction. Moreover, regions that are never directly observed in the input scans are contaminated by the surrounding texture and left uncorrected, capping both mesh fidelity and novel-view synthesis. We propose a decompose-before-reconstruct approach: we segment the instances out of every frame, consider the remaining as background and inpaint it, reconstruct each instance and the background independently with mesh splatting, and compose them into a single scene. Our method significantly improves mesh fidelity (over a 5% gain in F-score) and novel-view synthesis, while supporting object-wise modifiability and interactivity. The code will be made publicly available.
Minhas Kamal, Hiranya Garbha Kumar, Mahedi Kamal +1
Aug 3, 2026cs.CV

DerainSplat: Feed-Forward Clean 3D Gaussian Splatting from Sparse Rainy Views

Although image deraining has advanced substantially, existing methods mainly focus on 2D image restoration. As spatial intelligence applications such as embodied AI and autonomous driving continue to emerge, reconstructing clean 3D scenes from sparse rainy views in a feed-forward manner becomes increasingly important. Existing feed-forward 3D Gaussian Splatting (3DGS) methods often assume clean inputs and collapse under rainy conditions. To this end, we present \textbf{\textit{DerainSplat}}, a feed-forward framework that reconstructs clean 3D scenes from only a few rainy views. To support this task, we build a large-scale multi-view derain dataset through a four-stage synthesis pipeline that sequentially models overcast illumination, depth-dependent haze, rain streaks, and lens raindrops, producing privileged weather factors. We introduce a weather net that predicts the weather factors from rainy context and yields two support maps. Scene support modulates cross-view cost-volume matching, while radiance support drives depth-aligned appearance fusion to fill corrupted pixels. The derived geometry evidence further attenuates Gaussian opacity to reduce spurious structures. A rainy cycle consistency re-renders clean views using the predicted factors and aligns them with rainy inputs. Extensive experiments show that \textbf{\textit{DerainSplat}} outperforms existing methods on various datasets, including RealEstate10K, ACID, Mip-NeRF360, and real-world rainy scenes, with strong cross-dataset generalization.
Fuzhen Jiang, Changyue Shi, Chuxiao Yang +3