# Aquatic-GS: A Hybrid 3D Representation for Underwater Scenes

arXiv: https://arxiv.org/abs/2411.00239 · HTML: https://mlsanity.com/paper/2411.00239/

## Key facts

- Cited by 8 papers in the map (data through 14 Oct 2026).
- Builds on 40 of its 64 references that are in the map.
- First posted on arXiv 31 Oct 2024.

## Builds on (most cited first, 30 of 40)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [Depth Anything: Unleashing the Power of Large-Scale Unlabeled Data](https://mlsanity.com/paper/2401.10891/) (2024)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [FSGS: Real-Time Few-shot View Synthesis using Gaussian Splatting](https://mlsanity.com/paper/2312.00451/) (2023)
- [DNGaussian: Optimizing Sparse-View 3D Gaussian Radiance Fields with Global-Local Depth Normalization](https://mlsanity.com/paper/2403.06912/) (2024)
- [An Underwater Image Enhancement Benchmark Dataset and Beyond](https://mlsanity.com/paper/1901.05495/) (2019)
- [Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians](https://mlsanity.com/paper/2403.14166/) (2024)
- [VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction](https://mlsanity.com/paper/2402.17427/) (2024)
- [Focal Frequency Loss for Image Reconstruction and Synthesis](https://mlsanity.com/paper/2012.12821/) (2020)
- [DN-Splatter: Depth and Normal Priors for Gaussian Splatting and Meshing](https://mlsanity.com/paper/2403.17822/) (2024)
- [SparseGS: Sparse View Synthesis using 3D Gaussian Splatting](https://mlsanity.com/paper/2312.00206/) (2023)
- [Pixel-GS: Density Control with Pixel-aware Gradient for 3D Gaussian Splatting](https://mlsanity.com/paper/2403.15530/) (2024)
- [U-shape Transformer for Underwater Image Enhancement](https://mlsanity.com/paper/2111.11843/) (2021)
- [FreGS: 3D Gaussian Splatting with Progressive Frequency Regularization](https://mlsanity.com/paper/2403.06908/) (2024)
- [3D Gaussian as a New Era: A Survey](https://mlsanity.com/paper/2402.07181/) (2024)
- [Grid-guided Neural Radiance Fields for Large Urban Scenes](https://mlsanity.com/paper/2303.14001/) (2023)
- [Underwater Single Image Color Restoration Using Haze-Lines and a New Quantitative Dataset](https://mlsanity.com/paper/1811.01343/) (2018)
- [LOLNeRF: Learn from One Look](https://mlsanity.com/paper/2111.09996/) (2021)
- [AbsGS: Recovering Fine Details for 3D Gaussian Splatting](https://mlsanity.com/paper/2404.10484/) (2024)
- [SeaThru-NeRF: Neural Radiance Fields in Scattering Media](https://mlsanity.com/paper/2304.07743/) (2023)
- [Deblurring 3D Gaussian Splatting](https://mlsanity.com/paper/2401.00834/) (2024)
- [CoherentGS: Sparse Novel View Synthesis with Coherent 3D Gaussians](https://mlsanity.com/paper/2403.19495/) (2024)
- [SWAG: Splatting in the Wild images with Appearance-conditioned Gaussians](https://mlsanity.com/paper/2403.10427/) (2024)
- [Cross-Ray Neural Radiance Fields for Novel-view Synthesis from Unconstrained Image Collections](https://mlsanity.com/paper/2307.08093/) (2023)
- [Binary Opacity Grids: Capturing Fine Geometric Detail for Mesh-Based View Synthesis](https://mlsanity.com/paper/2402.12377/) (2024)
- [WaterSplatting: Fast Underwater 3D Scene Reconstruction Using Gaussian Splatting](https://mlsanity.com/paper/2408.08206/) (2024)
- [Domain Adaptation for Underwater Image Enhancement](https://mlsanity.com/paper/2108.09650/) (2021)

## Built on by (most cited first, 8 of 8)

- [3D-UIR: 3D Gaussian for Underwater 3D Scene Reconstruction via Physics Based Appearance-Medium Decoupling](https://mlsanity.com/paper/2505.21238/) (2025)
- [RUSplatting: Robust 3D Gaussian Splatting for Sparse-View Underwater Scene Reconstruction](https://mlsanity.com/paper/2505.15737/) (2025)
- [From Restoration to Reconstruction: Rethinking 3D Gaussian Splatting for Underwater Scenes](https://mlsanity.com/paper/2509.17789/) (2025)
- [WaterClear-GS: Optical-Aware Gaussian Splatting for Underwater Reconstruction and Restoration](https://mlsanity.com/paper/2601.19753/) (2026)
- [Underwater360: Reconstructing Underwater Scenes from Panoramic Images with Omnidirectional Gaussian Splatting](https://mlsanity.com/paper/2605.26447/) (2026)
- [Ocean4D: Generative Underwater 4D Reconstruction via Medium-Aware Video Diffusion](https://mlsanity.com/paper/2606.23298/) (2026)
- [Gaussian Splatting Underwater: A Controlled Cross-Regime Study](https://mlsanity.com/paper/2608.25483/) (2026)
- [OceanXL: Large-scale Underwater 3D Gaussian Splatting via Block Partitioning and Adaptive Pruning](https://mlsanity.com/paper/2609.29985/) (2026)

## Abstract (arXiv)

Representing underwater 3D scenes is a valuable yet complex task, as attenuation and scattering effects during underwater imaging significantly couple the information of the objects and the water. This coupling presents a significant challenge for existing methods in effectively representing both the objects and the water medium simultaneously. To address this challenge, we propose Aquatic-GS, a hybrid 3D representation approach for underwater scenes that effectively represents both the objects and the water medium. Specifically, we construct a Neural Water Field (NWF) to implicitly model the water parameters, while extending the latest 3D Gaussian Splatting (3DGS) to model the objects explicitly. Both components are integrated through a physics-based underwater image formation model to represent complex underwater scenes. Moreover, to construct more precise scene geometry and details, we design a Depth-Guided Optimization (DGO) mechanism that uses a pseudo-depth map as auxiliary guidance. After optimization, Aquatic-GS enables the rendering of novel underwater viewpoints and supports restoring the true appearance of underwater scenes, as if the water medium were absent. Extensive experiments on both simulated and real-world datasets demonstrate that Aquatic-GS surpasses state-of-the-art underwater 3D representation methods, achieving better rendering quality and real-time rendering performance with a 410x increase in speed. Furthermore, regarding underwater image restoration, Aquatic-GS outperforms representative dewatering methods in color correction, detail recovery, and stability. Our models, code, and datasets can be accessed at https://aquaticgs.github.io.
