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.
翻译:3D高斯溅射(3DGS)具备实现实时高质量3D场景渲染的能力。然而,3DGS假设场景处于清澈介质环境中,在水下场景中难以生成令人满意的表示,因为水下普遍存在光吸收与散射现象,且常包含运动物体。为克服这些挑战,我们提出了一种基于高斯溅射的新型方法——UW-GS,该方法专为水下应用设计。它引入了模拟距离相关颜色变化的色彩外观模型,采用基于物理的新型密度控制策略以增强远处物体的清晰度,并利用二值运动掩码处理动态内容。通过精心设计的损失函数(支持散射介质)进行优化,并借助伪深度图进行增强,UW-GS在PSNR指标上优于现有方法,最高提升达1.26dB。为全面验证模型有效性,我们还开发了包含动态物体掩码的新型水下数据集S-UW。