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UW-GS: Distractor-Aware 3D Gaussian Splatting for Enhanced Underwater Scene Reconstruction

3D Gaussian splatting (3DGS) offers the capability to achieve real-time high quality 3D scene rendering. However, 3DGS assumes that the scene is in a clear medium environment and struggles to generate satisfactory representations in underwater scenes, where light absorption and scattering are prevalent and moving objects are involved. To overcome these, we introduce a novel Gaussian Splatting-based method, UW-GS, designed specifically for underwater applications. It introduces a color appearance that models distance-dependent color variation, employs a new physics-based density control strategy to enhance clarity for distant objects, and uses a binary motion mask to handle dynamic content. Optimized with a well-designed loss function supporting for scattering media and strengthened by pseudo-depth maps, UW-GS outperforms existing methods with PSNR gains up to 1.26dB. To fully verify the effectiveness of the model, we also developed a new underwater dataset, S-UW, with dynamic object masks.

3D高斯散射(3DGS)具有实现实时高质量3D场景渲染的能力。然而,3DGS假设场景处于清晰的介质环境中,因此在处理光吸收和散射普遍存在的水下场景,尤其是涉及移动物体时,难以生成令人满意的表示。为了解决这一问题,我们提出了一种基于高斯散射的全新方法,UW-GS,专为水下应用设计。UW-GS引入了一种颜色外观模型,用于模拟与距离相关的颜色变化,采用了新的基于物理的密度控制策略,以增强远处物体的清晰度,并使用二值运动掩码来处理动态内容。通过为散射介质优化设计的损失函数以及伪深度图的强化,UW-GS相较于现有方法实现了最高达1.26dB的PSNR提升。为了全面验证该模型的有效性,我们还开发了一个全新的水下数据集S-UW,包含动态物体掩码。