SIGGRAPH Asia 2026 Conference Papers

OceanXL: Large-scale Underwater 3D Gaussian Splatting via Block Partitioning and Adaptive Pruning

Haoran Wang1 Shaoyu Cai2 Adrian Azzarelli1 Zhuodong Jiang1 Guoxi Huang1 Eng Tat Khoo2 Brett Seymour3 Fan Zhang1 David Bull1 Nantheera Anantrasirichai1
1 University of Bristol 2 National University of Singapore 3 National Park Service's Submerged Resources Center
SIGGRAPH Asia 2026 Conference Papers
OceanXL teaser comparing large-scale underwater reconstruction quality
OceanXL is a scalable framework for large-scale underwater 3D Gaussian Splatting that targets compact scene representations while preserving high-fidelity rendering across diverse underwater environments.

Abstract

Underwater 3D reconstruction is critical for marine exploration, ecological monitoring, and subsea infrastructure inspection, yet remains challenging at large scale due to light attenuation, scattering, and limited capture coverage. While 3D Gaussian Splatting (3DGS) enables high-quality real-time rendering, its application to large underwater scenes is constrained by high memory consumption and inefficient optimization over extensive areas. We propose OceanXL, a fast and scalable 3DGS-based framework for large-scale underwater reconstruction. OceanXL adopts a divide-and-conquer strategy, partitioning scenes into spatially coherent blocks to enable efficient optimization while preserving global geometric consistency. We further introduce an adaptive pruning scheme tailored to underwater conditions that removes redundant primitives, producing compact representations without sacrificing visual fidelity. Together, these components improve training efficiency and rendering performance for large scenes. We also introduce a large-scale underwater dataset covering diverse marine environments. Experiments on five large-scale scenes demonstrate favorable scalability, compactness, and efficiency–quality trade-offs over large-scene baselines. Controlled comparisons on the small-scale SeaThru-NeRF dataset further show competitive reconstruction quality with substantially smaller model sizes than underwater-specific methods.

Method

OceanXL combines balanced scene partitioning, underwater-aware densification, and adaptive pruning for scalable underwater 3D Gaussian Splatting.

OceanXL method pipeline
Overview of the OceanXL pipeline for scalable and compact underwater scene reconstruction.
01

Balanced Scene Partitioning

Balances SfM point density and camera coverage to create spatially coherent chunks for large underwater scenes.

02

Underwater-Compensated Densification

Uses depth-aware compensation to strengthen weak positional gradients and improve Gaussian allocation in degraded regions.

03

Wise Adaptive Pruning + 3D-DoG

Removes redundant Gaussians while preserving fine detail with compact 3D Difference-of-Gaussians components.

Balanced Partitioning

Balanced Scene Partitioning example on ISRO
BlockGaussian and OceanXL partitioning comparison

OceanXL adaptively adjusts split boundaries to balance point counts, yielding more uniform chunks and camera distributions than geometric-center partitioning.

Large-scale Underwater Data

Samples from the Abyssal and OceanXplore underwater datasets
Samples from the large-scale underwater scenes used in the study, including ISRO, KWAJ, Komodo, Amirantes1, and Amirantes2.

Results

Novel-view rendering comparison with large-scale reconstruction baselines
Novel-view rendering comparison across Komodo, Eiffel Tower 2016, Tabuhan P1, ISRO, and KWAJ. OceanXL is designed to balance reconstruction fidelity with compact representation.
OceanXplore novel view comparison
Novel-view comparisons on Amirantes1 and Amirantes2.
Qualitative comparison on Eiffel Tower 2016 and Tabuhan P1
Qualitative comparison on Eiffel Tower 2016 and Tabuhan P1.

Compact Detail Reconstruction

3D Difference-of-Gaussians comparison on Amirantes2
3D-DoG components help recover high-frequency structure while maintaining a compact representation. The activation visualization highlights regions where these components are used.

Geometry & Underwater Appearance

OceanXL point cloud comparison on KWAJ and Tabuhan P1
Underwater color correction comparison on Komodo

Point-cloud and appearance comparisons illustrate how OceanXL preserves useful scene structure while producing more natural underwater color restoration.

Limitations

When overlap between nearby views is limited, OceanXL can produce blurrier local renderings. The paper identifies this behavior on KWAJ and notes future directions including uncertainty-aware merging, physics-informed partitioning, and temporal reconstruction.

OceanXL failure case under limited neighboring-view overlap

Acknowledgements

We gratefully acknowledge OceanX for their support and contribution to the underwater data collection used in this work.

BibTeX

@inproceedings{wang2026oceanxl,
  title     = {OceanXL: Large-scale Underwater 3D Gaussian Splatting via Block Partitioning and Adaptive Pruning},
  author    = {Wang, Haoran and Cai, Shaoyu and Azzarelli, Adrian and Jiang, Zhuodong and Huang, Guoxi and Khoo, Eng Tat and Seymour, Brett and Zhang, Fan and Bull, David and Anantrasirichai, Nantheera},
  booktitle = {SIGGRAPH Asia 2026 Conference Papers},
  year      = {2026},
  doi       = {10.1145/3829340.3842316}
}