WaterSplatting combines 3DGS with volume rendering to enable water/fog modeling
We introduce WaterSplatting, 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.
This work was supported by the Czech Science Foundation (GAČR) EXPRO (grant no. 23-07973X), and by the Ministry of Education, Youth and Sports of the Czech Republic through the e-INFRA CZ (ID:90254). Jonas Kulhanek acknowledges travel support from the European Union’s Horizon 2020 research and innovation programme under ELISE (grant no. 951847). The renderer is built on Splatfacto and SeaThru-NeRF (nerfstudio reimplementation). We thank all the authors for their great work and repos. Finally, we would also like to thank Dor Verbin for the video comparison tool used in this website.
@article{li2024watersplatting,
title={{W}ater{S}platting: Fast Underwater {3D} Scene Reconstruction using Gaussian Splatting},
author={Li, Huapeng and Song, Wenxuan and Xu, Tianao and Elsig, Alexandre and Kulhanek, Jonas},
journal={arXiv},
year={2024}
}