WaterSplatting: Fast Underwater 3D Scene Reconstruction Using Gaussian Splatting

Fuente: arXiv
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Autores principales: Li, Huapeng, Song, Wenxuan, Xu, Tianao, Elsig, Alexandre, Kulhanek, Jonas
Formato: Preprint
Publicado: 2024
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author Li, Huapeng
Song, Wenxuan
Xu, Tianao
Elsig, Alexandre
Kulhanek, Jonas
author_facet Li, Huapeng
Song, Wenxuan
Xu, Tianao
Elsig, Alexandre
Kulhanek, Jonas
contents The underwater 3D scene reconstruction is a challenging, yet interesting problem with applications ranging from naval robots to VR experiences. The problem was successfully tackled by fully volumetric NeRF-based methods which can model both the geometry and the medium (water). Unfortunately, these methods are slow to train and do not offer real-time rendering. More recently, 3D Gaussian Splatting (3DGS) method offered a fast alternative to NeRFs. However, because it is an explicit method that renders only the geometry, it cannot render the medium and is therefore unsuited for underwater reconstruction. Therefore, we propose a novel approach that fuses volumetric rendering with 3DGS to handle underwater data effectively. Our method employs 3DGS for explicit geometry representation and a separate volumetric field (queried once per pixel) for capturing the scattering medium. This dual representation further allows the restoration of the scenes by removing the scattering medium. Our method outperforms state-of-the-art NeRF-based methods in rendering quality on the underwater SeaThru-NeRF dataset. Furthermore, it does so while offering real-time rendering performance, addressing the efficiency limitations of existing methods. Web: https://water-splatting.github.io
format Preprint
id arxiv_https___arxiv_org_abs_2408_08206
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle WaterSplatting: Fast Underwater 3D Scene Reconstruction Using Gaussian Splatting
Li, Huapeng
Song, Wenxuan
Xu, Tianao
Elsig, Alexandre
Kulhanek, Jonas
Computer Vision and Pattern Recognition
The underwater 3D scene reconstruction is a challenging, yet interesting problem with applications ranging from naval robots to VR experiences. The problem was successfully tackled by fully volumetric NeRF-based methods which can model both the geometry and the medium (water). Unfortunately, these methods are slow to train and do not offer real-time rendering. More recently, 3D Gaussian Splatting (3DGS) method offered a fast alternative to NeRFs. However, because it is an explicit method that renders only the geometry, it cannot render the medium and is therefore unsuited for underwater reconstruction. Therefore, we propose a novel approach that fuses volumetric rendering with 3DGS to handle underwater data effectively. Our method employs 3DGS for explicit geometry representation and a separate volumetric field (queried once per pixel) for capturing the scattering medium. This dual representation further allows the restoration of the scenes by removing the scattering medium. Our method outperforms state-of-the-art NeRF-based methods in rendering quality on the underwater SeaThru-NeRF dataset. Furthermore, it does so while offering real-time rendering performance, addressing the efficiency limitations of existing methods. Web: https://water-splatting.github.io
title WaterSplatting: Fast Underwater 3D Scene Reconstruction Using Gaussian Splatting
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2408.08206