# RUSplatting: Robust 3D Gaussian Splatting for Sparse-View Underwater Scene Reconstruction

arXiv: https://arxiv.org/abs/2505.15737 · HTML: https://mlsanity.com/paper/2505.15737/

## Key facts

- Cited by 4 papers in the map (data through 14 Oct 2026).
- Builds on 20 of its 31 references that are in the map.
- First posted on arXiv 21 May 2025.

## Builds on (most cited first, 20 of 20)

- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [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)
- [What Uncertainties Do We Need in Bayesian Deep Learning for Computer Vision?](https://mlsanity.com/paper/1703.04977/) (2017)
- [Depth Anything V2](https://mlsanity.com/paper/2406.09414/) (2024)
- [Depth Anything: Unleashing the Power of Large-Scale Unlabeled Data](https://mlsanity.com/paper/2401.10891/) (2024)
- [Multi-Task Learning Using Uncertainty to Weigh Losses for Scene Geometry and Semantics](https://mlsanity.com/paper/1705.07115/) (2017)
- [Compact 3D Gaussian Representation for Radiance Field](https://mlsanity.com/paper/2311.13681/) (2023)
- [A Survey on 3D Gaussian Splatting](https://mlsanity.com/paper/2401.03890/) (2024)
- [Real-Time Intermediate Flow Estimation for Video Frame Interpolation](https://mlsanity.com/paper/2011.06294/) (2020)
- [Recent Advances in 3D Gaussian Splatting](https://mlsanity.com/paper/2403.11134/) (2024)
- [SeaThru-NeRF: Neural Radiance Fields in Scattering Media](https://mlsanity.com/paper/2304.07743/) (2023)
- [WaterSplatting: Fast Underwater 3D Scene Reconstruction Using Gaussian Splatting](https://mlsanity.com/paper/2408.08206/) (2024)
- [SeaSplat: Representing Underwater Scenes with 3D Gaussian Splatting and a Physically Grounded Image Formation Model](https://mlsanity.com/paper/2409.17345/) (2024)
- [ScatterNeRF: Seeing Through Fog with Physically-Based Inverse Neural Rendering](https://mlsanity.com/paper/2305.02103/) (2023)
- [UW-GS: Distractor-Aware 3D Gaussian Splatting for Enhanced Underwater Scene Reconstruction](https://mlsanity.com/paper/2410.01517/) (2024)
- [Aquatic-GS: A Hybrid 3D Representation for Underwater Scenes](https://mlsanity.com/paper/2411.00239/) (2024)
- [AquaNeRF: Neural Radiance Fields in Underwater Media with Distractor Removal](https://mlsanity.com/paper/2502.16351/) (2025)
- [Zero-TIG: Temporal Consistency-Aware Zero-Shot Illumination-Guided Low-light Video Enhancement](https://mlsanity.com/paper/2503.11175/) (2025)
- [Visual enhancement and 3D representation for underwater scenes: a review](https://mlsanity.com/paper/2505.01869/) (2025)

## Built on by (most cited first, 4 of 4)

- [Semantic-guided Gaussian Splatting for High-Fidelity Underwater Scene Reconstruction](https://mlsanity.com/paper/2509.00800/) (2025)
- [WaterClear-GS: Optical-Aware Gaussian Splatting for Underwater Reconstruction and Restoration](https://mlsanity.com/paper/2601.19753/) (2026)
- [AquaFlow: A Monocular Gaussian Splatting SLAM for Underwater Streaming Reconstruction](https://mlsanity.com/paper/2608.22906/) (2026)
- [OceanXL: Large-scale Underwater 3D Gaussian Splatting via Block Partitioning and Adaptive Pruning](https://mlsanity.com/paper/2609.29985/) (2026)

## Abstract (arXiv)

Reconstructing high-fidelity underwater scenes remains a challenging task due to light absorption, scattering, and limited visibility inherent in aquatic environments. This paper presents an enhanced Gaussian Splatting-based framework that improves both the visual quality and geometric accuracy of deep underwater rendering. We propose decoupled learning for RGB channels, guided by the physics of underwater attenuation, to enable more accurate colour restoration. To address sparse-view limitations and improve view consistency, we introduce a frame interpolation strategy with a novel adaptive weighting scheme. Additionally, we introduce a new loss function aimed at reducing noise while preserving edges, which is essential for deep-sea content. We also release a newly collected dataset, Submerged3D, captured specifically in deep-sea environments. Experimental results demonstrate that our framework consistently outperforms state-of-the-art methods with PSNR gains up to 1.90dB, delivering superior perceptual quality and robustness, and offering promising directions for marine robotics and underwater visual analytics. The code of RUSplatting is available at https://github.com/theflash987/RUSplatting and the dataset Submerged3D can be downloaded at https://zenodo.org/records/15482420.
