Research on neural radiance fields (NeRFs) for novel view generation is exploding with new models and extensions. However, a question that remains unanswered is what happens in underwater or foggy scenes where the medium strongly influences the appearance of objects. Thus far, NeRF and its variants have ignored these cases. However, since the NeRF framework is based on volumetric rendering, it has inherent capability to account for the medium's effects, once modeled appropriately. We develop a new rendering model for NeRFs in scattering media, which is based on the SeaThru image formation model, and suggest a suitable architecture for learning both scene information and medium parameters. We demonstrate the strength of our method using simulated and real-world scenes, correctly rendering novel photorealistic views underwater. Even more excitingly, we can render clear views of these scenes, removing the medium between the camera and the scene and reconstructing the appearance and depth of far objects, which are severely occluded by the medium. Our code and unique datasets are available on the project's website.
Fully Bayesian approaches to sequential decision-making assume that problem parameters are generated from a known prior, while in practice, such information is often lacking, and needs to be estimated through learning. This problem is exacerbated in decision-making setups with partial information, where using a misspecified prior may lead to poor exploration and inferior performance. In this work we prove, in the context of stochastic linear bandits and Gaussian priors, that as long as the prior estimate is sufficiently close to the true prior, the performance of an algorithm that uses the misspecified prior is close to that of the algorithm that uses the true prior. Next, we address the task of learning the prior through metalearning, where a learner updates its estimate of the prior across multiple task instances in order to improve performance on future tasks. The estimated prior is then updated within each task based on incoming observations, while actions are selected in order to maximize expected reward. In this work we apply this scheme within a linear bandit setting, and provide algorithms and regret bounds, demonstrating its effectiveness, as compared to an algorithm that knows the correct prior. Our results hold for a broad class of algorithms, including, for example, Thompson Sampling and Information Directed Sampling.