Underwater 3D Reconstruction
Momentum
4 papers in the last four weeks, with none the four weeks before. 0.0% of all new papers.
Latest papers 23
Consumer-grade cameras in flat-port housings are widely used for underwater exploration and mapping of coral reefs and seafloor habitats due to their low cost and accessibility. However, refraction at flat-port interfaces causes bowl-shaped deformation in reconstructed scenes and camera trajectories, compromising the metric accuracy required for mapping and navigation. To remove the dominant refractive distortion before reconstruction, we introduce a physics-based refraction correction in image space. Our method is downstream-agnostic: the refraction-corrected images can be directly used as input to existing reconstruction and SLAM algorithms. We characterize the refractive distortion through ray-tracing simulations and validate our correction on two real underwater datasets with differing scene structures. Compared with conventional and refractive Structure-from-Motion (SfM), our approach removes reconstruction deformation while registering more frames and maintaining low reprojection error. The correction further generalizes across diverse reconstruction and VSLAM backends, demonstrating its broad applicability to downstream vision pipelines.
SURGE: Sonar-fUsed Reconstruction and localization via image-gated Graph Estimation
Remotely operated vehicles (ROVs) are widely used to explore and inspect underwater environments such as caves, shipwrecks, and submerged infrastructure. These missions require accurate 3D understanding of the surrounding environment, which depends on both reliable vehicle localization and metric scene reconstruction. However, external positioning is often unavailable underwater, requiring small ROVs to rely primarily on onboard perception. Optic vision provides rich visual and geometric information but suffers from scale ambi- guity and trajectory drift, whereas 2D imaging sonar provides metric range but incomplete 3D geometry. Existing underwater reconstruction approaches typically address these limitations separately or assume known sensor poses, leaving localization and reconstruction disconnected. We present SURGE, a camera sonar framework that jointly estimates the ROV trajectory and target location by integrating visual and acoustic observations within a factor graph, then uses the recovered metric poses for sonar Gaussian splatting. Experiments on real underwater RGB sonar observations show that SURGE substantially improves localization consistency over conventional vision based pose estimation and produces a more compact, natively metric reconstruction than RGB Gaussian splatting baselines.
Video2SwimFish: An Automated Pipeline for Reconstructing Controllable Fish Models and Biological Locomotion from Real Fish Videos
We present Video2SwimFish, an automated pipeline and benchmark for building controllable fish assets from real-fish videos for underwater embodied AI. Given synchronized multi-view videos of an individual fish, the pipeline reconstructs a metrically scaled deformable mesh from a VLM-selected canonical frame, generates internal articulation adapted to that individual's morphology through a VLM actor-critic loop, and extracts a Biological Locomotion Manifold (BLM) from the fish's observed midline curvature. The BLM provides a low-dimensional action space bounded by real-fish motion, enabling an individual swimming policy to be learned for each reconstructed fish. We release two paired datasets: synchronized top- and front-view recordings of 120 individual fish across 6 species, and the controllable assets and individual swimming policies derived from them. Because every asset is tied to the animal it came from, the dataset supports a benchmark that evaluates locomotion learning not only on task success but on fidelity to that individual in trajectory shape, body curvature, and tail-beat frequency, across trajectory following, reward-free swimming behavior transfer from video, and a downstream case study in which a simulated BlueROV underwater robot captures one of the assets. We find that task success and locomotion fidelity do not necessarily improve together: the method achieving the highest task completion is not the method achieving the highest locomotion fidelity, and we identify faithful reproduction of individual animal locomotion as an open challenge for the community. Project website: https://hangongchen.github.io/video2swimfish-web/.
OceanXL: Large-scale Underwater 3D Gaussian Splatting via Block Partitioning and Adaptive Pruning
Underwater 3D reconstruction is critical for marine exploration, ecological monitoring, and subsea infrastructure inspection, yet remains challenging at large scale due to light attenuation, scattering, and limited capture coverage. While 3D Gaussian Splatting (3DGS) enables high-quality real-time rendering, its application to large underwater scenes is constrained by high memory consumption and inefficient optimization over extensive areas. We propose OceanXL, a fast and scalable 3DGS-based framework for large-scale underwater reconstruction. OceanXL adopts a divide-and-conquer strategy, partitioning scenes into spatially coherent blocks to enable efficient optimization while preserving global geometric consistency. We further introduce an adaptive pruning scheme tailored to underwater conditions that removes redundant primitives, producing compact representations without sacrificing visual fidelity. Together, these components improve training efficiency and rendering performance for large scenes. We also introduce a large-scale underwater dataset covering diverse marine environments. Experiments on five large-scale scenes demonstrate favorable scalability, compactness, and efficiency--quality trade-offs over large-scene baselines. Controlled comparisons on the small-scale SeaThru-NeRF dataset further show competitive reconstruction quality with substantially smaller model sizes than underwater-specific methods.
Beyond the Flat Seafloor: A Closed-Form Two-View Constraint to Aid Sidescan Sonar Reconstruction
Sidescan sonar is a common sensor for both manned and autonomous marine exploration and mapping, yet very few methods build upon or exploit the geometric projection model of the sensor. As sidescan sonar is limited to a 1D range measurement, many approximations are frequently used, including the long-standing assumption of a flat seafloor. Rather than make similar approximations, this paper focuses on a multi-view geometry based approach and formalizes a two-view geometric constraint and proves that a shared feature is constrained to a locus within the intersection of a sphere and a plane. In addition, we characterize what governs the size of the ambiguity locus through Monte Carlo simulation that is grounded in real aperture and mounting geometry for both a surface vessel and an underwater vehicle. We translate additional simulations of relative trajectories for both vehicle platforms into concrete survey-planning guidance. Our results show that locus length is strongly governed by elevation misalignment, and peaks at a moderate oblique crossing angle of approximately 20 degrees, with minimal locus lengths obtained at near parallel and anti-parallel passes.
Geometry beneath the Waves: Dense Priors for Sparse-View Underwater 3D Gaussian Splatting
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.
A Vision-based Control Framework for Real-time Autonomous UUV Operations
This paper presents a fully integrated vision-based framework for real-time and robust localization, autonomous navigation, and mapping for unmanned underwater vehicles (UUVs) in dynamic, visually challenging environments. The proposed pipeline enables both net-relative and global localization while generating continuous 3D maps of the surroundings in real-time. The framework was validated on synthetic datasets with ground truth and tested onboard an UUV during autonomous net-relative navigation experiments. Results demonstrate real-time performance and enhanced robustness, supporting vision-driven autonomous navigation and enabling the field deployment of marine robots for critical inspection and mapping tasks in complex underwater environments.
Swimm3R: Splatting with Medium-aware SfM for Underwater 3D Reconstruction
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 dB over WaterSplatting while increasing downstream localization performance by and percentage points in RRA@15 and RTA@15, respectively.
WAT3R: Feedforward Underwater 3D Reconstruction
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.
Mapping Pamir: Multi-Session Visual-Inertial SLAM and 3D Reconstruction of an Underwater Shipwreck
This paper presents a framework for multi-session mapping of underwater environments utilizing an affordable action camera. The Visual-Inertial data are augmented by water depth recordings from a dive computer. SVIn2, an open-source VI-SLAM framework, is utilized to generate a trajectory and a sparse reconstruction for each session. Utilizing the keyframes extracted from SVIn2 and the estimated camera poses, a Structure-from-Motion (SfM) framework, COLMAP, is employed for global optimization and to produce a dense reconstruction of the target environment. The presence of calibration targets at fixed locations, when available, is used to estimate the coordinate transformation between different data collection sessions, thus transforming the different sessions into the same coordinate frame. The proposed pipeline is employed for the mapping of a shipwreck off the coast of Barbados. For the first time, both the exterior and the accessible interior parts of the wreck were mapped in two sessions, while a third session employed two cameras with different fields of view.
Wat3R: Underwater 3D Geometry Learning without Annotations
Estimating 3D geometry in underwater environments presents unique challenges due to light attenuation, scattering, and the absence of large-scale, high-quality 3D annotations. Pioneering methods rely on massive dense annotations that are impractical in underwater settings. In this paper, we propose Wat3R, a cross-domain semi-supervised learning framework designed to adapt feed-forward 3D reconstruction models from air to underwater scenes. Uniquely, our method eliminates the need for any annotated underwater data following a teacher-student architecture, that learns robust geometry representations merely on abundant unlabeled real underwater video footage. We also design a cross-view consistency loss that leverages geometric cues from other views to compensate for the information degradation in the current view caused by water attenuation and scattering. Furthermore, considering the lack of comprehensive evaluation benchmarks, we construct Water3D, a diverse dataset covering various water bodies and underwater scenarios, designed for geometric task evaluation. Experimental results demonstrate that Wat3R outperforms current state-of-the-art methods in underwater multi-view depth estimation and point cloud reconstruction. The dataset and code are available at https://github.com/LSXI7/Wat3R .
Disturbance-aware Motion Planning for Over-actuated Underwater Vehicles Exploiting Actuation Redundancy for High-fidelity 3D Reconstruction
Underwater robots often operate near delicate targets where high-power thrusters resuspend sediments and induce turbulence, degrading image quality at the sensor input. Conventional controllers optimize vehicle-centric objectives, such as tracking and stability, without accounting for the impact of actuation on sensing. We address this actuation-to-perception coupling by exploiting redundancy in over-actuated platforms. For an eight-thruster ROV, multiple thrust allocations can yield the same motion; we search this null space to minimize predicted disturbance in a task-relevant target region while enforcing motion constraints. Our method uses a control-oriented thruster-wake proxy derived from actuator-disk theory with directional attenuation and validated by PIV ( near the wake axis; in the primary wake region), together with a real-time redundancy-resolving allocator running at 10 Hz (45 ms/solve). Across 440 trials, the approach reduces target-region particle velocity by 67% (), improves 3D reconstruction RMSE by 55% versus a disturbance-unaware baseline ( mm vs. mm), and achieves a 98.5% reconstruction success rate. The framework supports autonomous scanning, which is quantitatively evaluated, and operator-assisted inspection, which is demonstrated in the supplementary materials.
Ocean4D: Generative Underwater 4D Reconstruction via Medium-Aware Video Diffusion
Underwater 4D reconstruction remains challenging due to the coupling between degraded light transport in participating media and dynamic water variations. Most existing Methods are developed under in-air assumptions and do not explicitly account for underwater absorption and backscatter. Additionally, near-static assumptions make these approaches sensitive to drifting particles and dynamic distractors , leading to unstable geometry and inconsistent cross-view results. To address these issues, we propose a generative framework for underwater 4D reconstruction, named Ocean4D, which is built on two complementary components. Specifically, 4D-GCC constructs 4D geometrically consistent conditioning with improved cross-frame coverage, while the Medium-Aware Block performs implicit medium-aware denoising in the latent diffusion process to stabilize underwater appearance under absorption and scattering. Given a monocular video and target cameras, our method generates videos along the target trajectories while preserving global structure and cross-view consistency. Extensive experiments on both dynamic and static underwater benchmarks demonstrate state-of-the-art performance on underwater reconstruction.
Towards 3D karst underwater scene reconstruction from rotating sonar data
Karst aquifers provide critical freshwater resources but pose significant hazards due to their complex and poorly understood subsurface geometry. Mapping these environments is challenging because sonar data from underwater exploration is sparse and noisy, while navigation estimates suffer from drift limiting standard 3D reconstruction methods. We present a pipeline for reconstructing underwater karst conduits from a sonar profiler. We combine a continuous-time SLAM approach to correct trajectory drift with a novel two-stage deep learning method for surface reconstruction, producing an immersive and navigable 3D mesh for hydrogeological analysis.
Underwater360: Reconstructing Underwater Scenes from Panoramic Images with Omnidirectional Gaussian Splatting
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
Single View Seafloor Recovery from Imaging Sonar via Differentiable Rendering
Sonar is often the only modality suitable for high-resolution imaging underwater due to light attenuation and turbidity. Forward-looking imaging sonar provides measurements over range and horizontal angle but collapses vertical structure into a flat image, creating ambiguities that make 3D recovery challenging. A common use case for imaging sonar is underwater terrain mapping (bathymetry), yet current methods require many views, expensive multi-sensor setups, or significant training data, which limits use and adaptability to new environments. We present a training-free method that recovers bathymetry from a single sonar image in under 30 seconds via differentiable rendering, conditioned on a known seafloor tilt. To our knowledge, this is the first differentiable rendering approach for single-view height recovery in sonar. Our method implements differentiable sonar ray tracing and optimizes an explicit height field to reproduce the target image. On synthetic datasets, our approach outperforms a supervised CNN under distribution shift and remains close on rough terrain, while the CNN wins in-distribution. By modeling physically grounded priors of the sonar process, our method adapts across sensor configurations and environments without training data.
BathyFacto: Refraction-Aware Two-Media Neural Radiance Fields for Bathymetry
Through-water photogrammetry from UAV imagery enables shallow-water bathymetry, but refraction at the air--water interface violates the straight-ray assumption of Structure-from-Motion and causes systematic depth bias. We present BathyFacto, a refraction-aware two-media extension of Nerfacto in Nerfstudio for metrically consistent underwater point clouds on simulated data. BathyFacto uses a shared hash-grid density field with a medium-conditioned color head and traces each camera ray as two segments: a straight air segment to a planar water surface and a refracted water segment computed using Snell's law and known refractive indices. A single proposal-network sampler operates on a virtual straight ray, while a kinked density wrapper corrects water-segment positions before density evaluation. Our pipeline converts photogrammetric reconstructions to Nerfstudio format, estimates the water plane from boundary markers, provides per-pixel medium masks, and supports refraction-corrected point-cloud export with reversible transforms to world and global frames. On a simulated scene with ground truth, BathyFacto achieves a Cloud-to-Mesh signed median deviation of ,m and 85.7,% completeness at 0.2,m tolerance in the absolute global frame without rigid-body alignment. This compares with ,m / 11.6,% for Nerfacto and ,m / 9.9,% for BathyFacto without refraction. Even after a naive refractive-index depth correction, both baselines remain offset by approximately 0.4,m. Unlike a refraction-corrected Multi-View Stereo reference, which is reliable mainly for near-nadir views, BathyFacto recovers consistent geometry across the full range of camera incidence angles.
Spatiotemporal Degradation-Aware 3D Gaussian Splatting for Realistic Underwater Scene Reconstruction
Reconstructing realistic underwater scenes from underwater video remains a meaningful yet challenging task in the multimedia domain. The inherent spatiotemporal degradations in underwater imaging, including caustics, flickering, attenuation, and backscattering, frequently result in inaccurate geometry and appearance in existing 3D reconstruction methods. While a few recent works have explored underwater degradation-aware reconstruction, they often address either spatial or temporal degradation alone, falling short in more real-world underwater scenarios where both types of degradation occur. We propose MarineSTD-GS, a novel 3D Gaussian Splatting-based framework that explicitly models both temporal and spatial degradations for realistic underwater scene reconstruction. Specifically, we introduce two paired Gaussian primitives: Intrinsic Gaussians represent the true scene, while Degraded Gaussians render the degraded observations. The color of each Degraded Gaussian is physically derived from its paired Intrinsic Gaussian via a Spatiotemporal Degradation Modeling (SDM) module, enabling self-supervised disentanglement of realistic appearance from degraded images. To ensure stable training and accurate geometry, we further propose a Depth-Guided Geometry Loss and a Multi-Stage Optimization strategy. We also construct a simulated benchmark with diverse spatial and temporal degradations and ground-truth appearances for comprehensive evaluation. Experiments on both simulated and real-world datasets show that MarineSTD-GS robustly handles spatiotemporal degradations and outperforms existing methods in novel view synthesis with realistic, water-free scene appearances.
BALTIC: A Benchmark and Cross-Domain Strategy for 3D Reconstruction Across Air and Underwater Domains Under Varying Illumination
Robust 3D reconstruction across varying environmental conditions remains a critical challenge for robotic perception, particularly when transitioning between air and water. To address this, we introduce BALTIC, a controlled benchmark designed to systematically evaluate modern 3D reconstruction methods under variations in medium and lighting. The benchmark comprises 13 datasets spanning two media (air and water) and three lighting conditions (ambient, artificial, and mixed), with additional variations in motion type, scanning pattern, and initialization trajectory, resulting in a diverse set of sequences. Our experimental setup features a custom water tank equipped with a monocular camera and an HTC Vive tracker, enabling accurate ground-truth pose estimation. We further investigate cross-domain reconstruction by augmenting underwater image sequences with a small number of in-air views captured under similar lighting conditions. We evaluate Structure-from-Motion reconstruction using COLMAP in terms of both trajectory accuracy and scene geometry, and use these reconstructions as input to Neural Radiance Fields and 3D Gaussian Splatting methods. The resulting models are assessed against ground-truth trajectories and in-air references, while rendered outputs are compared using perceptual and photometric metrics. Additionally, we perform a color restoration analysis to evaluate radiometric consistency across domains. Our results show that under controlled, texture-consistent conditions, Gaussian Splatting with simple preprocessing (e.g., white balance correction) can achieve performance comparable to specialized underwater methods, although its robustness decreases in more complex and heterogeneous real-world environments
WaterClear-GS: Optical-Aware Gaussian Splatting for Underwater Reconstruction and Restoration
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/.
SurfSLAM: Sim-to-Real Underwater Stereo Reconstruction For Real-Time SLAM
Localization and mapping are core perceptual capabilities for underwater robots. Stereo cameras provide a low-cost means of directly estimating metric depth to support these tasks. However, despite recent advances in stereo depth estimation on land, computing depth from image pairs in underwater scenes remains challenging. In underwater environments, images are degraded by light attenuation, visual artifacts, and dynamic lighting conditions. Furthermore, real-world underwater scenes frequently lack rich texture useful for stereo depth estimation and 3D reconstruction. As a result, stereo estimation networks trained on in-air data cannot transfer directly to the underwater domain. In addition, there is a lack of real-world underwater stereo datasets for supervised training of neural networks. Poor underwater depth estimation is compounded in stereo-based Simultaneous Localization and Mapping (SLAM) algorithms, making it a fundamental challenge for underwater robot perception. To address these challenges, we propose a novel framework that enables sim-to-real training of underwater stereo disparity estimation networks using simulated data and self-supervised finetuning. We leverage our learned depth predictions to develop SurfSLAM, a novel framework for real-time underwater SLAM that fuses stereo cameras with IMU, barometric, and Doppler Velocity Log (DVL) measurements. Lastly, we collect a challenging real-world dataset of shipwreck surveys using an underwater robot. Our dataset features over 24,000 stereo pairs, along with high-quality, dense photogrammetry models and reference trajectories for evaluation. Through extensive experiments, we demonstrate the advantages of the proposed training approach on real-world data for improving stereo estimation in the underwater domain and for enabling accurate trajectory estimation and 3D reconstruction of complex shipwreck sites.
Synthetic Enclosed Echoes: A New Dataset to Mitigate the Gap Between Simulated and Real-World Sonar Data
This paper introduces Synthetic Enclosed Echoes (SEE), a novel dataset designed to enhance robot perception and 3D reconstruction capabilities in underwater environments. SEE comprises high-fidelity synthetic sonar data, complemented by a smaller subset of real-world sonar data. To facilitate flexible data acquisition, a simulated environment has been developed, enabling the generation of additional data through modifications such as the inclusion of new structures or imaging sonar configurations. This hybrid approach leverages the advantages of synthetic data, including readily available ground truth and the ability to generate diverse datasets, while bridging the simulation-to-reality gap with real-world data acquired in a similar environment. The SEE dataset comprehensively evaluates acoustic data-based methods, including mathematics-based sonar approaches and deep learning algorithms. These techniques were employed to validate the dataset, confirming its suitability for underwater 3D reconstruction. Furthermore, this paper proposes a novel modification to a state-of-the-art algorithm, demonstrating improved performance compared to existing methods. The SEE dataset enables the evaluation of acoustic data-based methods in realistic scenarios, thereby improving their feasibility for real-world underwater applications.
TUGS: Physics-based Compact Representation of Underwater Scenes by Tensorized Gaussian
Underwater 3D scene reconstruction is crucial for multimedia applications in adverse environments, such as underwater robotic perception and navigation. However, the complexity of interactions between light propagation, water medium, and object surfaces poses significant difficulties for existing methods in accurately simulating their interplay. Additionally, expensive training and rendering costs limit their practical application. Therefore, we propose Tensorized Underwater Gaussian Splatting (TUGS), a compact underwater 3D representation based on physical modeling of complex underwater light fields. TUGS includes a physics-based underwater Adaptive Medium Estimation (AME) module, enabling accurate simulation of both light attenuation and backscatter effects in underwater environments, and introduces Tensorized Densification Strategies (TDS) to efficiently refine the tensorized representation during optimization. TUGS is able to render high-quality underwater images with faster rendering speeds and less memory usage. Extensive experiments on real-world underwater datasets have demonstrated that TUGS can efficiently achieve superior reconstruction quality using a limited number of parameters. The code is available at https://liamlian0727.github.io/TUGS