Research map / 3D vision / NeRF and radiance fields
Neural Underwater Scene Representation
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Extends NeRF to underwater scenes by modeling wavelength-dependent water attenuation, a log-space illumination field with a shared tone mapper, and a separate dynamic branch for moving objects.
Problem
NeRF assumes static scenes in air, but underwater scenes have distance-dependent light attenuation, unstable local illumination, and moving marine objects, which existing underwater NeRFs (e.g., SeaThru-NeRF) do not jointly handle.
Approach
Treats water as a semi-transparent wavelength-dependent medium inside volume rendering, adds a log-space illumination field with a shared tone mapper for exposure changes, and reconstructs static and dynamic branches in two stages with a mixed progressive sampling strategy.
Key results
- On the SeaThru dataset, Proposed-T reaches 30.03 PSNR on CURACAO and 25.81 on JAPANESE, outperforming SeaThru-NeRF on most scenes.
- On the proposed dataset, the full method reaches 26.17 PSNR on CORAL versus 23.89 for SeaThru-NeRF.
- In a user study with 122 users, the method scored 4.46 realism, 4.77 fidelity, and 4.29 multi-view consistency, the highest of the compared methods.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use the proposed method instead of Instant-NGP, SeaThru-NeRF, or DynamicNeRF | underwater scene reconstruction · CORAL, TURTLE, COMPOSITE, and SARDINE | PSNR, SSIM, and LPIPS | Helped |
| Remove time-dependent network components (ablation) | Proposed · COMPOSITE | visual fidelity | Hurt |
| Remove the illumination field and tone mapper (ablation) | Proposed · COMPOSITE | visual fidelity | Hurt |
| Remove the illumination field but retain the tone mapper (ablation) | Proposed · COMPOSITE | visual fidelity | Hurt |
| Use only the dynamic branch, removing the static branch (ablation) | Proposed · COMPOSITE | visual fidelity | Hurt |
| Remove the tone mapper and optimize illumination with the naive formulation (ablation) | Proposed · underwater scenes | optimization stability | Hurt |
Surprising findings
- Proposed-T scores slightly below SeaThru-NeRF in PSNR/SSIM on some SeaThru scenes such as JAPANESE in SSIM and REDSEA in SSIM (0.6240 vs 0.6446).
Limitations
- Water fluidity and fast currents are not modeled.
- Attenuation makes distant objects hard to recognize, destabilizing structure-from-motion camera poses.
- Dynamic branch relies on optical-flow-based motion masks from a pre-trained model.
Experimental setup
Datasets: SeaThru-NeRF dataset proposed in-the-wild underwater video dataset LLFF dataset (for environment transfer)
Benchmarks: SeaThru-NeRF dataset proposed underwater video dataset
Metrics: PSNR SSIM LPIPS user rating (realism, fidelity, MVC)
Baselines: SeaThru-NeRF Instant-NGP MIP-360 DynamicNeRF
Builds on: NeRF DynamicNeRF SeaThru-NeRF Instant-NGP RAFT-style optical flow
Closest papers by meaning
- Decoupling Scattering: Pseudo-Label Guided NeRF for Scenes with Scattering Media (AAAI 2025 · similarity 0.89)
- I2-NeRF: Learning Neural Radiance Fields Under Physically-Grounded Media Interactions (NeurIPS 2025 · similarity 0.87)
- A Pre-convolved Representation for Plug-and-Play Neural Illumination Fields (AAAI 2024 · similarity 0.85)
- Plenodium: Underwater 3D Scene Reconstruction with Plenoptic Medium Representation (NeurIPS 2025 · similarity 0.85)
- Neural NeRF Compression (ICML 2024 · similarity 0.84)
- Atlantis: Enabling Underwater Depth Estimation with Stable Diffusion (CVPR 2024 · similarity 0.84)
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