Kaining Huang

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2papers

2 Papers

CVJul 14, 2024
RecGS: Removing Water Caustic with Recurrent Gaussian Splatting

Tianyi Zhang, Weiming Zhi, Kaining Huang et al.

Water caustics are commonly observed in seafloor imaging data from shallow-water areas. Traditional methods that remove caustic patterns from images often rely on 2D filtering or pre-training on an annotated dataset, hindering the performance when generalizing to real-world seafloor data with 3D structures. In this paper, we present a novel method Recurrent Gaussian Splatting (RecGS), which takes advantage of today's photorealistic 3D reconstruction technology, 3DGS, to separate caustics from seafloor imagery. With a sequence of images taken by an underwater robot, we build 3DGS recurrently and decompose the caustic with low-pass filtering in each iteration. In the experiments, we analyze and compare with different methods, including joint optimization, 2D filtering, and deep learning approaches. The results show that our method can effectively separate the caustic from the seafloor, improving the visual appearance, and can be potentially applied on more problems with inconsistent illumination.

CVMar 16, 2024
DarkGS: Learning Neural Illumination and 3D Gaussians Relighting for Robotic Exploration in the Dark

Tianyi Zhang, Kaining Huang, Weiming Zhi et al.

Humans have the remarkable ability to construct consistent mental models of an environment, even under limited or varying levels of illumination. We wish to endow robots with this same capability. In this paper, we tackle the challenge of constructing a photorealistic scene representation under poorly illuminated conditions and with a moving light source. We approach the task of modeling illumination as a learning problem, and utilize the developed illumination model to aid in scene reconstruction. We introduce an innovative framework that uses a data-driven approach, Neural Light Simulators (NeLiS), to model and calibrate the camera-light system. Furthermore, we present DarkGS, a method that applies NeLiS to create a relightable 3D Gaussian scene model capable of real-time, photorealistic rendering from novel viewpoints. We show the applicability and robustness of our proposed simulator and system in a variety of real-world environments.