SmokeGS-R: Physics-Guided Pseudo-Clean 3DGS for Real-World Multi-View Smoke Restoration

arXiv cs.CV / 4/8/2026

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Key Points

  • The paper introduces SmokeGS-R, a physics-guided pipeline for restoring real-world smoke-degraded scenes in multi-view 3D Gaussian Splatting reconstruction.
  • It separates the task into geometry recovery (trained using pseudo-clean supervision from a refined dark channel prior plus guided filtering) and appearance correction (done via donor-ensemble harmonization and LAB-space Reinhard transfer).
  • The method uses a geometric-mean reference aggregation and light Gaussian smoothing to stabilize the appearance across views during rendering.
  • On the NTIRE 2026 Track 2 challenge leaderboard, the authors report PSNR=15.217 and SSIM=0.666, and after re-evaluating on RealX3D released scenes without retraining they achieve PSNR=15.209, SSIM=0.644, LPIPS=0.551.
  • The approach reportedly beats the strongest official baseline average by +3.68 dB PSNR and provides a public code repository for replication.

Abstract

Real-world smoke simultaneously attenuates scene radiance, adds airlight, and destabilizes multi-view appearance consistency, making robust 3D reconstruction particularly difficult. We present \textbf{SmokeGS-R}, a practical pipeline developed for the NTIRE 2026 3D Restoration and Reconstruction Track 2 challenge. The key idea is to decouple geometry recovery from appearance correction: we generate physics-guided pseudo-clean supervision with a refined dark channel prior and guided filtering, train a sharp clean-only 3D Gaussian Splatting source model, and then harmonize its renderings with a donor ensemble using geometric-mean reference aggregation, LAB-space Reinhard transfer, and light Gaussian smoothing. On the official challenge testing leaderboard, the final submission achieved \mbox{PSNR =15.217} and \mbox{SSIM =0.666}. After the public release of RealX3D, we re-evaluated the same frozen result on the seven released challenge scenes without retraining and obtained \mbox{PSNR =15.209}, \mbox{SSIM =0.644}, and \mbox{LPIPS =0.551}, outperforming the strongest official baseline average on the same scenes by +3.68 dB PSNR. These results suggest that a geometry-first reconstruction strategy combined with stable post-render appearance harmonization is an effective recipe for real-world multi-view smoke restoration. The code is available at https://github.com/windrise/3drr_Track2_SmokeGS-R.