3DV 2025 Papers

International Conference on 3D Vision

Decision breakdown

142papers

Counted from the official paper list; may differ slightly from the number the conference announced.

  • Oral
    2114.8%
  • Poster
    12185.2%

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Pushing the Limits of LiDAR: Accurate Performance Analysis of Indoor 3D LiDARs

Xiting Zhao, Sören Schwertfeger

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Light Detection and Ranging (LiDAR) technology has become crucial in robotics and autonomous systems for generating precise 3D environmental representations. However, challenges persist in achieving high accuracy and precision, especially in indoor environments. This paper rigorously analyzes the performance of various indoor LiDAR systems under different conditions. We present a novel experimental methodology, which quantifies LiDAR accuracy and precision, examining factors such as sensor type, environmental conditions, and target characteristics. Using an extensive dataset collected from nine distinct locations with more than 36000 LiDAR scans, combined with high-precision reference data from a FARO laser scanner, our analysis reveals significant insights into the accuracy and precision across different LiDAR models. The resulting public dataset, which include detailed point clouds and groundtruth labels, are expected to serve as a valuable resource for developing and validating advanced LiDAR processing techniques and benchmarks for various applications. The dataset will be publicly available at http://lidaraccuracy.github.io.

Poster
Invisible Stitch: Generating Smooth 3D Scenes with Depth Inpainting

Paul Engstler, Andrea Vedaldi, Iro Laina, Christian Rupprecht

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3D scene generation has quickly become a challenging new research direction, fueled by consistent improvements of 2D generative diffusion models. Current methods generate scenes by iteratively stitching newly generated images with existing geometry, using pre-trained monocular depth estimators to lift the generated images to 3D. The predicted depth is fused with the existing scene representation through various alignment operations. In this work, we make two fundamental contributions to the field of 3D scene generation. First, we note that lifting images to 3D with a monocular depth estimation model is suboptimal as it ignores the geometry of the existing scene, thus prompting the need for alignment. We introduce a depth completion model to directly learn the 3D fusion process, resulting in improved geometric coherence of generated scenes. Second, we introduce a new benchmark to evaluate the geometric accuracy of scene generation methods. We show that the commonly used CLIP score between scene prompts and images is unsuitable for measuring the geometric quality of a scene and introduce a depth-based metric. Our benchmark thus offers an additional dimension to gauge the quality of generated scenes.

Poster
Drivable 3D Gaussian Avatars

Wojciech Zielonka, Timur Bagautdinov, Shunsuke Saito, Michael Zollhofer, Justus Thies, Javier Romero

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We present Drivable 3D Gaussian Avatars (D3GA), a multi-layered 3D controllable model for human bodies that utilizes 3D Gaussian primitives embedded into tetrahedral cages. The advantage of using cages compared to commonly employed linear blend skinning (LBS) is that primitives like 3D Gaussians are naturally re-oriented and their kernels are stretched via the deformation gradients of the encapsulating tetrahedron. Additional offsets are modeled for the tetrahedron vertices, effectively decoupling the low-dimensional driving poses from the extensive set of primitives to be rendered. This separation is achieved through the localized influence of each tetrahedron on 3D Gaussians, resulting in improved optimization. Using the cage-based deformation model, we introduce a compositional pipeline that decomposes an avatar into layers, such as garments, hands, or faces, improving the modeling of phenomena like garment sliding. These parts can be conditioned on different driving signals, such as keypoints for facial expressions or joint-angle vectors for garments and the body. Our experiments on two multi-view datasets with varied body shapes, clothes, and motions show higher-quality results. They surpass PSNR and SSIM metrics of other SOTA methods using the same data while offering greater flexibility and compactness.

Poster
Particle Rendering: Implicitly Aggregating Incident and Outgoing Light Fields for Novel View Synthesis

Tao Hu, Zhiwen Yan, Xiaogang Xu, Gim Hee Lee

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This paper presents Particle Rendering (PR), a new implicit rendering approach that extends Neural Radiance Fields (NeRF) by incorporating incident light along with traditional outgoing light modeling. In our framework, a 3D scene consists of a mass of particles, each offering a deeper understanding of light interactions by reflecting and emitting light in all directions. Our methodology involves a three-phase training pipeline: 1) Estimating the outgoing light field through a NeRF model; 2) Distilling the incident light field. A simple metric is introduced to assess the quality of the ray for better supervision; 3) Implicit rendering. We propose an implicit method to aggregate incident and outgoing fields that leverages Multilayer Perceptrons (MLP) to directly infer final pixel values, thus avoiding the limitation of traditional physically-based rendering techniques. The effectiveness of PR is demonstrated through state-of-the-art results in various challenging indoor and outdoor scenes, emphasizing its capability to handle complex lighting and reflective materials.

Poster
AGS-Mesh: Adaptive Gaussian Splatting and Meshing with Geometric Priors for Indoor Room Reconstruction Using Smartphones

Xuqian Ren, Matias Turkulainen, Jiepeng Wang, Otto Seiskari, Iaroslav Melekhov, Juho Kannala, Esa Rahtu

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Geometric priors are often used to enhance 3D reconstruction. With many smartphones featuring low-resolution depth sensors and the prevalence of off-the-shelf monocular geometry estimators, incorporating geometric priors as regularization signals has become common in 3D vision tasks. However, the accuracy of depth estimates from mobile devices is typically poor for highly detailed geometry, and monocular estimators often suffer from poor multi-view consistency and precision. In this work, we propose an approach for joint surface depth and normal refinement of Gaussian Splatting methods for accurate 3D reconstruction of indoor scenes. We develop supervision strategies that adaptively filters low-quality depth and normal estimates by comparing the consistency of the priors during optimization. We mitigate regularization in regions where prior estimates have high uncertainty or ambiguities. Our filtering strategy and optimization design demonstrate significant improvements in both mesh estimation and novel-view synthesis for both 3D and 2D Gaussian Splatting-based methods on challenging indoor room datasets. Furthermore, we explore the use of alternative meshing strategies for finer geometry extraction. We develop a scale-aware meshing strategy inspired by TSDF and octree-based isosurface extraction, which recovers finer details from Gaussian models compared to other commonly used open-source meshing tools.

Poster
Maps from Motion (MfM): Generating 2D Semantic Maps from Sparse Multi-view Images

Matteo Toso, Stefano Fiorini, Stuart James, Alessio Del Bue

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World-wide detailed 2D maps require enormous collective efforts. OpenStreetMap is the result of 11 million registered users manually annotating the GPS location of over 1.75 billion entries, including distinctive landmarks and common urban objects. At the same time, manual annotations can include errors and are slow to update, limiting the map's accuracy. Maps from Motion (MfM) is a step forward to automatize such time-consuming map making procedure by computing 2D maps of semantic objects directly from a collection of uncalibrated multi-view images. From each image, we extract a set of object detections, and estimate their spatial arrangement in a top-down local map centered in the reference frame of the camera that captured the image. Aligning these local maps is not a trivial problem, since they provide incomplete, noisy fragments of the scene, and matching detections across them is unreliable because of the presence of repeated pattern and the limited appearance variability of urban objects. We address this with a novel graph-based framework, that encodes the spatial and semantic distribution of the objects detected in each image, and learns how to combine them to predict the objects' poses in a global reference system, while taking into account all possible detection matches and preserving the topology observed in each image. Despite the complexity of the problem, our best model achieves global 2D registration with an average accuracy within $4$ meters (i.e., below GPS accuracy) even on sparse sequences with strong viewpoint change, on which COLMAP has an $80\%$ failure rate. We provide extensive evaluation on synthetic and real-world data, showing how the method obtains a solution even in scenarios where standard optimization techniques fail. Find more information at matteot90.github.io/MapsFromMotion .

Poster
CatFree3D: Category-Agnostic 3D Object Detection With Diffusion

Wenjing Bian, Zirui Wang, Andrea Vedaldi

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Image-based 3D object detection is widely employed in applications such as autonomous vehicles and robotics, yet current systems struggle with generalisation due to the complex problem setup and limited training data. We introduce a novel pipeline that decouples 3D detection from 2D detection and depth prediction, using a diffusion-based approach to improve accuracy and support category-agnostic detection. Additionally, we introduce the Normalised Hungarian Distance (NHD) metric for an accurate evaluation of 3D detection results, addressing the limitations of traditional IoU and GIoU metrics. Experimental results demonstrate that our method achieves state-of-the-art accuracy and strong generalisation across various object categories and datasets.

Oral
MAC++: Going Further with Maximal Cliques for 3D Registration

Xiyu Zhang, Yanning Zhang, Jiaqi Yang

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Maximal cliques (MAC) represent a novel state-of-the-art approach for 3D registration from correspondences, however, it still suffers from extremely severe outliers. In this paper, we introduce a robust learning-free estimator called MAC++, exploring maximal cliques for 3D registration from the following two perspectives: 1) A novel hypothesis generation method utilizing putative seeds through voting to guide the construction of maximal clique pools, effectively preserving more potential correct hypotheses. 2) A progressive hypothesis evaluation method that continuously reduces the solution space in a ``global-clusters-cluster-individual'' manner rather than traditional one-shot techniques, greatly alleviating the issue of missing good hypotheses. Experiments conducted on U3M, 3DMatch/3DLoMatch, and KITTI-LC datasets show the new state-of-the-art performance of MAC++. MAC++ demonstrates the capability to handle extremely low inlier ratio data where MAC fails (e.g., showing 27.1\%/30.6\% registration recall improvements on 3DMatch/3DLoMatch with < 1\% inliers). The code will be released.

Poster
VividTalk: One-Shot Audio-Driven Talking Head Generation Based on 3D Hybrid Prior

Xusen Sun, Longhao Zhang, Hao Zhu, Peng Zhang, Bang Zhang, Xinya Ji, Kangneng Zhou, Daiheng Gao, Liefeng Bo, Xun Cao

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Audio-driven talking head generation has drawn much attention in recent years, and many efforts have been made in lip-sync, facial motion, head pose generation, and video quality. However, no model has yet led or tied on all these metrics due to the one-to-many mapping between audio and motion. In this paper, we propose VividTalk, a two-stage generic framework that supports generating high-visual quality talking head videos with all the above properties. Specifically, in the first stage, we map the audio to mesh by learning two motions, including non-rigid facial motion and rigid head motion. For facial motion, both blendshape and vertex are adopted as the intermediate representation to maximize the representation ability of the model. For head motion, a novel learnable head pose codebook with a two-phase training mechanism is proposed. In the second stage, we proposed a dual branch motion-vae and a generator to transform the meshes into dense motion and synthesize high-quality video frame-by-frame. Extensive experiments show that the proposed VividTalk can generate high-visual quality talking head videos with lip-sync and realistic enhanced by a large margin, and outperforms previous state-of-the-art works in objective and subjective comparisons. The code will be publicly released upon publication.

Poster
Synthesizing Consistent Novel Views via 3D Epipolar Attention without Re-Training

Botao Ye, Sifei Liu, Xueting Li, Marc Pollefeys, Ming-Hsuan Yang

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Large diffusion models demonstrate remarkable zero-shot capabilities in novel view synthesis from a single image. However, these models often face challenges in maintaining consistency across novel and reference views. A crucial factor leading to this issue is the limited utilization of contextual information from reference views. Specifically, when there is an overlap in the viewing frustum between two views, it is essential to ensure that the corresponding regions maintain consistency in both geometry and appearance. This observation leads to a simple yet effective approach, where we propose to use epipolar geometry to locate and retrieve overlapping information from the input view. This information is then incorporated into the generation of target views, eliminating the need for training or fine-tuning, as the process requires no learnable parameters. Furthermore, to enhance the overall consistency of generated views, we extend the utilization of epipolar attention to a multi-view setting, allowing retrieval of overlapping information from the input view and other target views. Qualitative and quantitative experimental results demonstrate the effectiveness of our method in significantly improving the consistency of synthesized views without the need for any fine-tuning. Moreover, This enhancement also boosts the performance of downstream applications such as 3D reconstruction. The code is available at https://github.com/botaoye/ConsisSyn.

Poster
Learning Naturally Aggregated Appearance for Efficient 3D Editing

Ka Leong Cheng, Qiuyu Wang, Zifan Shi, Kecheng Zheng, Yinghao Xu, Hao OUYANG, Qifeng Chen, Yujun Shen

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Neural radiance fields, which represent a 3D scene as a color field and a density field, have demonstrated great progress in novel view synthesis yet are unfavorable for editing due to the implicitness. This work studies the task of efficient 3D editing, where we focus on **editing speed** and **user interactivity**. To this end, we propose to learn the color field as an explicit 2D appearance aggregation, also called canonical image, with which users can easily customize their 3D editing via 2D image processing. We complement the canonical image with a projection field that maps 3D points onto 2D pixels for texture query. This field is initialized with a pseudo canonical camera model and optimized with offset regularity to ensure the **naturalness** of the canonical image. Extensive experiments on different datasets suggest that our representation, dubbed ***AGAP***, well supports various ways of 3D editing (*e.g.*, stylization, instance segmentation, and interactive drawing). Our approach demonstrates remarkable efficiency by being at least 20$\times$ faster per edit compared to existing NeRF-based editing methods. Project page is available at https://felixcheng97.github.io/AGAP/.

Poster
Efficient Continuous Group Convolutions for Local SE(3) Equivariance in 3D Point Clouds

Lisa Weijler, Pedro Hermosilla

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Extending the translation equivariance property of convolutional neural networks to larger symmetry groups has been shown to reduce sample complexity and enable more discriminative feature learning. Further, exploiting additional symmetries facilitates greater weight sharing than standard convolutions, leading to an enhanced network expressivity without an increase in parameter count. However, extending the equivariant properties of a convolution layer comes at a computational cost. In particular, for 3D data, expanding equivariance to the SE(3) group (rotation and translation) results in a 6D convolution operation, which is not tractable for larger data samples such as 3D scene scans. While efforts have been made to develop efficient SE(3) equivariant networks, existing approaches rely on discretization or only introduce global rotation equivariance. This limits their applicability to point clouds representing a scene composed of multiple objects. This work presents an efficient, continuous, and local SE(3) equivariant convolution layer for point cloud processing based on general group convolution and local reference frames. Our experiments show that our approach achieves competitive or superior performance across a range of datasets and tasks, including object classification and semantic segmentation, with negligible computational overhead.

Poster
GaussianStyle: Gaussian Head Avatar via StyleGAN

Pinxin Liu, Luchuan Song, Daoan Zhang, Hang Hua, Yunlong Tang, Huaijin Tu, Jiebo Luo, Chenliang Xu

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Existing methods like Neural Radiation Fields (NeRF) and 3D Gaussian Splatting (3DGS) have made significant strides in facial attribute control such as facial animation and components editing, yet they struggle with fine-grained representation and scalability in dynamic head modeling. To address these limitations, we propose GaussianStyle, a novel framework that integrates the volumetric strengths of 3DGS with the powerful implicit representation of StyleGAN. The GaussianStyle preserves structural information, such as expressions and poses, using Gaussian points, while projecting the implicit volumetric representation into StyleGAN to capture high-frequency details and mitigate the over-smoothing commonly observed in neural texture rendering. Experimental outcomes indicate that our method achieves state-of-the-art performance in reenactment, novel view synthesis, and animation.

Poster
αSurf: Implicit Surface Reconstruction for Semi-Transparent and Thin Objects with Decoupled Geometry and Opacity

Tianhao Walter Wu, hanxue liang, Fangcheng Zhong, Gernot Riegler, Shimon Vainer, Jiankang Deng, Cengiz Oztireli

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Implicit surface representations such as the signed distance function (SDF) have emerged as a promising approach for image-based surface reconstruction. However, existing optimization methods assume opaque surfaces and therefore cannot properly reconstruct translucent surfaces and sub-pixel thin structures, which also exhibit low opacity due to the blending effect. While neural radiance field (NeRF) based methods can model semi-transparency and synthesize novel views with photo-realistic quality, their volumetric representation tightly couples geometry (surface occupancy) and material property (surface opacity), and therefore cannot be easily converted into surfaces without introducing artifacts. We present αSurf, a novel scene representation with decoupled geometry and opacity for the reconstruction of surfaces with translucent or blending effects. Ray-surface intersections on our representation can be found in closed-form via analytical solutions of cubic polynomials, avoiding Monte-Carlo sampling, and are fully differentiable by construction. Our qualitative and quantitative evaluations show that our approach can accurately reconstruct translucent and extremely thin surfaces, achieving better reconstruction quality than state-of-the-art SDF and NeRF methods.

Oral
ViSkin: Physics-based Simulation of Virtual Skin on Personalized Avatars

Davide Corigliano, Juan Montes, Ronan Hinchet, Stelian Coros, Bernhard Thomaszewski

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We introduce ViSkin, a biomechanically principled approach to simulate skin mechanics on personalized avatars. Our model captures the salient characteristics of human skin, i.e., nonlinear stretching properties, anisotropic stiffness, direction-dependent pre-stretch, and heterogeneous sliding behavior. In particular, we introduce a novel representation of Langer lines, which describe the distribution of principal material directions across the human body. We further propose an optimization-based approach for inferring spatially-varying pre-stretch from motion capture data. We implement our new model using a computationally efficient intrinsic representation that simulates skin as a two-dimensional Lagrangian mesh embedded in the three-dimensional body surface. We demonstrate our method on a diverse set of body models, shapes, and poses and compare to experimentally-obtained skin motion data. Our results indicate that our method produces smoother and more plausible skin deformations than a baseline method and shows good accuracy compared to real-world data.

Poster
HeadCraft: Modeling High-Detail Shape Variations for Animated 3DMMs

Artem Sevastopolsky, Philip-William Grassal, Simon Giebenhain, ShahRukh Athar, Luisa Verdoliva, Matthias Nießner

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Current advances in human head modeling allow the generation of plausible-looking 3D head models via neural representations, such as NeRFs and SDFs. Nevertheless, constructing complete high-fidelity head models with explicitly controlled animation remains an issue. Furthermore, completing the head geometry based on a partial observation, e.g., coming from a depth sensor, while preserving a high level of detail is often problematic for the existing methods. We introduce a generative model for detailed 3D head meshes on top of an articulated 3DMM, simultaneously allowing explicit animation and high-detail preservation. Our method is trained in two stages. First, we register a parametric head model with vertex displacements to each mesh of the recently introduced NPHM dataset of accurate 3D head scans. The estimated displacements are baked into a hand-crafted UV layout. Second, we train a StyleGAN model to generalize over the UV maps of displacements, which we later refer to as HeadCraft. The decomposition of the parametric model and high-quality vertex displacements allows us to animate the model and modify the regions semantically. We demonstrate the results of unconditional sampling, fitting to a scan and editing.

Poster
MaterialFusion: Enhancing Inverse Rendering with Material Diffusion Priors

Yehonathan Litman, Or Patashnik, Kangle Deng, Aviral Agrawal, Rushikesh Zawar, Fernando De la Torre, Shubham Tulsiani

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Recent works in inverse rendering have shown promise in using multi-view images of an object to recover shape, albedo, and materials. However, the recovered components often fail to render accurately under new lighting conditions due to the intrinsic challenge of disentangling albedo and material properties from input images. To address this challenge, we introduce MaterialFusion, an enhanced conventional 3D inverse rendering pipeline that incorporates a 2D prior on texture and material properties. We present StableMaterial, a 2D diffusion model prior that refines multi-lit data to estimate the most likely albedo and material from given input appearances. This model is trained on albedo, material, and relit image data derived from a curated dataset of approximately ~12K artist-designed synthetic Blender objects called BlenderVault. We incorporate this diffusion prior with an inverse rendering framework where we use score distillation sampling (SDS) to guide the optimization of the albedo and materials, improving relighting performance in comparison with previous work. We validate MaterialFusion's relighting performance on 4 datasets of synthetic and real objects under diverse illumination conditions, showing our diffusion-aided approach significantly improves the appearance of reconstructed objects under novel lighting conditions. We intend to publicly release our BlenderVault dataset to support further research in this field.

Poster
RISE-SDF: A Relightable Information-Shared Signed Distance Field for Glossy Object Inverse Rendering

Deheng Zhang, Jingyu Wang, Shaofei Wang, Marko Mihajlovic, Sergey Prokudin, Hendrik Lensch, Siyu Tang

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Inverse rendering aims to reconstruct the 3D geometry, bidirectional reflectance distribution function (BRDF) parameters, and lighting conditions in a 3D scene from multi-view input images. To address this problem, some recent methods utilize a neural field combined with a physically based rendering model to reconstruct the scene parameters. Although these methods achieve impressive geometry reconstruction for glossy objects, the performance of material estimation and relighting remains limited. In this paper, we propose a novel end-to-end relightable neural inverse rendering system that achieves high-quality reconstruction of geometry and material properties, thus enabling high-quality relighting. The cornerstone of our method is a two-stage approach for learning a better factorization of scene parameters. In the first stage, we develop a reflection-aware radiance field using a neural signed distance field (SDF) as the geometry representation and deploy an MLP (multilayer perceptron) to estimate indirect illumination. In the second stage, we introduce a novel information-sharing network structure to jointly learn the radiance field and the physically based factorization of the scene. For the physically based factorization, to reduce the noise caused by Monte Carlo sampling, we apply a split-sum approximation with a simplified Disney BRDF and cube mipmap as the environment light representation. In the relighting phase, to enhance the quality of indirect illumination, we propose a second split-sum algorithm to trace secondary rays under the split-sum rendering framework. Furthermore, there is no dataset or protocol available to quantitatively evaluate the inverse rendering performance for glossy objects. To assess the quality of material reconstruction and relighting, we have created a new dataset with ground truth BRDF parameters and relighting results. Our experiments demonstrate that our algorithm achieves state-of-the-art performance in inverse rendering and relighting, with particularly strong results in the reconstruction of highly reflective objects.

Poster
HeadGAP: Few-Shot 3D Head Avatar via Generalizable Gaussian Priors

Xiaozheng Zheng, Chao Wen, Zhaohu Li, Weiyi Zhang, Zhuo Su, Xu Chang, Yang Zhao, Zheng Lv, Xiaoyuan Zhang, Yongjie Zhang, Guidong Wang, Lan Xu

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In this paper, we present a novel 3D head avatar creation approach capable of generalizing from few-shot in-the-wild data with high-fidelity and animatable robustness. Given the underconstrained nature of this problem, incorporating prior knowledge is essential. Therefore, we propose a framework comprising prior learning and avatar creation phases. The prior learning phase leverages 3D head priors derived from a large-scale multi-view dynamic dataset, and the avatar creation phase applies these priors for few-shot personalization. Our approach effectively captures these priors by utilizing a Gaussian Splatting-based auto-decoder network with part-based dynamic modeling. Our method employs identity-shared encoding with personalized latent codes for individual identities to learn the attributes of Gaussian primitives. During the avatar creation phase, we achieve fast head avatar personalization by leveraging inversion and fine-tuning strategies. Extensive experiments demonstrate that our model effectively exploits head priors and successfully generalizes them to few-shot personalization, achieving photo-realistic rendering quality, multi-view consistency, and stable animation.

Poster
WaterSplatting: Fast Underwater 3D Scene Reconstruction using Gaussian Splatting

Huapeng Li, Wenxuan Song, Tianao Xu, Alexandre Elsig, Jonas Kulhanek

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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.

Poster