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DehazeGS: 3D Fog Dehazing Framework

Updated 11 May 2026
  • DehazeGS is a novel framework that integrates a physically accurate fog model with explicit 3D Gaussian splatting to reconstruct foggy scenes.
  • The method jointly optimizes scene geometry, scattering coefficients, and illumination parameters to recover detailed, clear scene views.
  • It outperforms NeRF-based methods by achieving superior PSNR, SSIM, and LPIPS metrics in real-time dehazing and multi-view consistency.

DehazeGS is a novel reconstruction and dehazing framework for 3D scene synthesis under foggy conditions, integrating a physically accurate participating media model into the explicit 3D Gaussian Splatting (3DGS) representation. It enables rendering fog-free views from multi-view foggy image collections by jointly learning geometric, scattering, and illumination parameters. DehazeGS achieves superior fidelity and efficiency compared to NeRF-based and alternative Gaussian-based baselines and supports real-time dehazing with state-of-the-art multi-view consistency and detail preservation (Yu et al., 7 Jan 2025).

1. Physical Principles of Foggy Image Formation

DehazeGS incorporates a physically grounded model of image formation in fog, where image intensity II along a ray results from two additive effects: direct transmission of scene radiance, attenuated by the medium, and airlight, generated by scattering of ambient illumination. The general volume-rendering equation is:

I=T(0,D)L(D)+0DT(0,s)σs(s)AdsI = T(0,D)\,L(D) + \int_{0}^{D} T(0,s)\,\sigma_s(s)\,A_{\infty}\,\mathrm{d}s

where T(a,b)=exp(abσt(u)du)T(a,b)=\exp(-\int_{a}^{b}\sigma_t(u)\,\mathrm{d}u) is the transmittance, σt\sigma_t is the extinction coefficient (σt=σs+σa\sigma_t = \sigma_s + \sigma_a), L(D)L(D) is the surface radiance, and AA_{\infty} is the global atmospheric light. Under homogeneous fog (constant extinction β\beta) and single-scattering, the model simplifies to:

I(x)=J(x)t(x)+A(1t(x)),t(x)=eβd(x)I(x) = J(x)\,t(x) + A_{\infty}(1-t(x)), \qquad t(x) = e^{-\beta\,d(x)}

with I(x)I(x) the observed foggy color, I=T(0,D)L(D)+0DT(0,s)σs(s)AdsI = T(0,D)\,L(D) + \int_{0}^{D} T(0,s)\,\sigma_s(s)\,A_{\infty}\,\mathrm{d}s0 the latent clear-scene radiance, I=T(0,D)L(D)+0DT(0,s)σs(s)AdsI = T(0,D)\,L(D) + \int_{0}^{D} T(0,s)\,\sigma_s(s)\,A_{\infty}\,\mathrm{d}s1 the atmospheric light (learned), I=T(0,D)L(D)+0DT(0,s)σs(s)AdsI = T(0,D)\,L(D) + \int_{0}^{D} T(0,s)\,\sigma_s(s)\,A_{\infty}\,\mathrm{d}s2 the scattering coefficient (learned), and I=T(0,D)L(D)+0DT(0,s)σs(s)AdsI = T(0,D)\,L(D) + \int_{0}^{D} T(0,s)\,\sigma_s(s)\,A_{\infty}\,\mathrm{d}s3 the pixel depth.

2. 3D Gaussian Splatting Representation

DehazeGS builds on the 3DGS framework, which describes the volumetric scene geometry using I=T(0,D)L(D)+0DT(0,s)σs(s)AdsI = T(0,D)\,L(D) + \int_{0}^{D} T(0,s)\,\sigma_s(s)\,A_{\infty}\,\mathrm{d}s4 anisotropic 3D Gaussians. Each Gaussian I=T(0,D)L(D)+0DT(0,s)σs(s)AdsI = T(0,D)\,L(D) + \int_{0}^{D} T(0,s)\,\sigma_s(s)\,A_{\infty}\,\mathrm{d}s5 is characterized by mean I=T(0,D)L(D)+0DT(0,s)σs(s)AdsI = T(0,D)\,L(D) + \int_{0}^{D} T(0,s)\,\sigma_s(s)\,A_{\infty}\,\mathrm{d}s6, covariance I=T(0,D)L(D)+0DT(0,s)σs(s)AdsI = T(0,D)\,L(D) + \int_{0}^{D} T(0,s)\,\sigma_s(s)\,A_{\infty}\,\mathrm{d}s7 (parametrized as I=T(0,D)L(D)+0DT(0,s)σs(s)AdsI = T(0,D)\,L(D) + \int_{0}^{D} T(0,s)\,\sigma_s(s)\,A_{\infty}\,\mathrm{d}s8), opacity I=T(0,D)L(D)+0DT(0,s)σs(s)AdsI = T(0,D)\,L(D) + \int_{0}^{D} T(0,s)\,\sigma_s(s)\,A_{\infty}\,\mathrm{d}s9, and color coefficients T(a,b)=exp(abσt(u)du)T(a,b)=\exp(-\int_{a}^{b}\sigma_t(u)\,\mathrm{d}u)0 (potentially in a spherical harmonic basis for view dependence). The Gaussian spatial density is:

T(a,b)=exp(abσt(u)du)T(a,b)=\exp(-\int_{a}^{b}\sigma_t(u)\,\mathrm{d}u)1

Rendering proceeds by projecting 3D Gaussians to 2D ellipses and compositing them in depth order using their effective 2D opacities T(a,b)=exp(abσt(u)du)T(a,b)=\exp(-\int_{a}^{b}\sigma_t(u)\,\mathrm{d}u)2. The pixel color is:

T(a,b)=exp(abσt(u)du)T(a,b)=\exp(-\int_{a}^{b}\sigma_t(u)\,\mathrm{d}u)3

3. Integrating Physically Based Fog into Gaussian Splatting

DehazeGS extends 3DGS by incorporating the atmospheric scattering model at the per-Gaussian level. Each Gaussian receives a learnable transmittance T(a,b)=exp(abσt(u)du)T(a,b)=\exp(-\int_{a}^{b}\sigma_t(u)\,\mathrm{d}u)4, where T(a,b)=exp(abσt(u)du)T(a,b)=\exp(-\int_{a}^{b}\sigma_t(u)\,\mathrm{d}u)5 is the depth of its center. For fog simulation:

  • Opacity is attenuated: T(a,b)=exp(abσt(u)du)T(a,b)=\exp(-\int_{a}^{b}\sigma_t(u)\,\mathrm{d}u)6
  • Color is a convex combination of latent color and airlight: T(a,b)=exp(abσt(u)du)T(a,b)=\exp(-\int_{a}^{b}\sigma_t(u)\,\mathrm{d}u)7

Rendering of the foggy image follows the same over-compositing principle:

T(a,b)=exp(abσt(u)du)T(a,b)=\exp(-\int_{a}^{b}\sigma_t(u)\,\mathrm{d}u)8

This integration enables differentiable, physically grounded simulation of scattering and attenuation, facilitating accurate recovery of both scene properties and fog parameters.

4. Joint Optimization and Training Objectives

All scene parameters (T(a,b)=exp(abσt(u)du)T(a,b)=\exp(-\int_{a}^{b}\sigma_t(u)\,\mathrm{d}u)9), along with σt\sigma_t0 and σt\sigma_t1, are optimized end-to-end by minimizing a composite loss over multi-view foggy images. The objective includes:

  • Reconstruction loss: Combines σt\sigma_t2 distance and D-SSIM between observed and rendered foggy images.

σt\sigma_t3

  • Dark/Bright Channel Priors: Impose regularization on the transmittance map σt\sigma_t4 using classical 2D priors and Laplacian smoothing.
  • Depth Supervision: Enforces consistency between learned depths and pseudo-depth maps. The total loss is:

σt\sigma_t5

5. Inference and Dehazing Pipeline

After training, dehazing proceeds by neutralizing fog parameters: setting σt\sigma_t6 and omitting the airlight term. Each dehazed Gaussian is recovered by:

σt\sigma_t7

The latent scene is rendered as a standard 3DGS composite:

σt\sigma_t8

This process yields a clear view consistent with the original scene, enabling extraction of fog-free images from foggy multi-view inputs.

6. Experimental Benchmarking and Comparative Analysis

Evaluation encompasses both synthetic fog datasets (four Mip-NeRF scenes with randomized σt\sigma_t9 and σt=σs+σa\sigma_t = \sigma_s + \sigma_a0) and real fog scenes (three indoor scenes captured with professional fog machines). Performance is compared against ScatterNeRF, SeaSplat, vanilla 3DGS, and DehazeNeRF using PSNR (↑), SSIM (↑), and LPIPS (↓).

Method Iterations PSNR SSIM LPIPS Training Time
ScatterNeRF 250K 9.8 0.32 0.77 >16 h
SeaSplat 30K 11.8 0.55 0.29 ~25 min
3DGS 30K 12.8 0.57 0.31 ~5 min
DehazeNeRF 50K 16.3 0.57 0.25 >4 h
DehazeGS 3K 17.7 0.76 0.15 ~1.2 min

On synthetic fog, DehazeGS achieves PSNR ≈ 20.3, outperforming SeaSplat (PSNR ≈ 18.8) and matching its real-time efficiency (25 min vs 30 min). DehazeGS consistently demonstrates superior detail recovery, multi-view coherence, and computational speed (Yu et al., 7 Jan 2025).

7. Key Contributions and Implications

DehazeGS introduces several notable advances:

  • Physically grounded fog modeling within the explicit 3D Gaussian framework, enabling accurate simulation of scattering and attenuation at the per-Gaussian level.
  • Joint learning of scene geometry, appearance, atmospheric scattering coefficient σt=σs+σa\sigma_t = \sigma_s + \sigma_a1, and light σt=σs+σa\sigma_t = \sigma_s + \sigma_a2 from foggy multi-view images, without requiring clear ground-truth supervision.
  • Real-time dehazing rendering with enhanced multi-view consistency and fine detail recovery relative to both NeRF-like and prior Gaussian-based approaches. A plausible implication is that this integration of explicit geometry and physical forward-models may generalize to other participating media and image degradation phenomena, enabling efficient, interpretable scene reconstruction in adverse conditions (Yu et al., 7 Jan 2025).
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