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RestorGS: Depth-aware Gaussian Splatting for Efficient 3D Scene Restoration
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Proposes RestorGS, a depth-aware 3D Gaussian Splatting framework that decouples clear and degraded Gaussians via spherical-harmonic appearance decoupling and depth-guided physical degradation modeling to restore underwater, nighttime, and hazy 3D scenes.
Problem
Novel view synthesis and 3D reconstruction from degraded scenes (underwater, nighttime, hazy) with multi-view inconsistency, where 3DGS relies on high-quality clean inputs.
Approach
Decouple each Gaussian into a clear version (color-mapped spherical harmonics via a color MLP) and a degraded version (learnable degradation factors as SH), then model degradation with a depth-derived attenuation map and a CNN-predicted illumination map under a unified physical scattering model, trained self-supervised without clear reference views.
Key results
- On SeaThru-NeRF, average PSNR improves by 0.45 dB over WaterSplatting across four underwater scenes.
- On Gaussian-DK nighttime dataset, average PSNR 25.04 vs 24.70 for Gaussian-DK and 18.55 for 3DGS.
- Ablation on the Mip-NeRF360 hazy setting: full model reaches PSNR 29.19, SSIM 0.928, LPIPS 0.050, versus 28.46 PSNR without appearance decoupling.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add appearance decoupling (ablation) | RestorGS · Ablation study | PSNR: 28.46 -> 29.19 | Helped |
| add color MLP (ablation) | RestorGS · Ablation study | PSNR: 28.83 -> 29.19 | Helped |
| use physical modeling instead of simple summation (ablation) | RestorGS · Ablation study | PSNR: 28.62 -> 29.19 | Helped |
| add depth guidance (ablation) | RestorGS · Ablation study | PSNR: 29.05 -> 29.19 | Helped |
| use RestorGS rather than Gaussian-DK | 3D scene restoration · Gaussian-DK dataset average | PSNR: 24.70 -> 25.04 | Helped |
| use RestorGS rather than WaterSplatting | 3D scene restoration · Curacao | PSNR: 29.36 -> 31.95 | Helped |
| use RestorGS rather than WaterSplatting | 3D scene restoration · Red Sea | PSNR: 32.51 -> 30.79 | Hurt |
| use RestorGS rather than Gaussian-DK | 3D scene restoration · Garden | PSNR: 27.74 -> 28.32 | Helped |
Limitations
- Quantitative evaluation uses reconstruction of degraded views because clear ground truth is unavailable in real scenes.
- Hazy evaluation relies on synthetically generated haze from a modified 3DGS depth estimate.
- Slight inferiority to WaterSplatting in the Panama underwater scene.
Experimental setup
Datasets: SeaThru-NeRF Gaussian-DK Mip-NeRF360
Benchmarks: SeaThru-NeRF Gaussian-DK Mip-NeRF360
Metrics: PSNR SSIM LPIPS
Baselines: SeaThru-NeRF ZipNeRF HDR-NeRF NeRF-W 3DGS Gaussian-DK WaterSplatting
Builds on: 3D Gaussian Splatting NeRF atmospheric scattering model
Closest papers by meaning
- VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction (CVPR 2024 · similarity 0.90)
- ReorgGS: Equivalent Distribution Reorganization for 3D Gaussian Splatting (NeurIPS 2026 · similarity 0.89)
- DepthSplat: Connecting Gaussian Splatting and Depth (CVPR 2025 · similarity 0.89)
- SplatFormer: Point Transformer for Robust 3D Gaussian Splatting (ICLR 2025 · similarity 0.89)
- PUP 3D-GS: Principled Uncertainty Pruning for 3D Gaussian Splatting (CVPR 2025 · similarity 0.89)
- Generative Sparse-View Gaussian Splatting (CVPR 2025 · similarity 0.89)
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