Research map / 3D vision / Gaussian splatting
GaussHDR: High Dynamic Range Gaussian Splatting via Learning Unified 3D and 2D Local Tone Mapping
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Proposes GaussHDR, a 3D Gaussian Splatting method for HDR novel view synthesis that unifies 3D and 2D local tone mapping via a residual context-feature tone mapper and uncertainty-weighted loss combination.
Problem
HDR novel view synthesis from multi-exposure LDR views is unstable under 3D tone mapping and degrades LDR fitting under 2D tone mapping, and global tone mappers limit modeling capacity.
Approach
Assigns each Gaussian a context feature rendered alongside colour so a shared residual MLP tone mapper (global mapping plus learned residual) can act locally in both 3D and 2D tone mapping; the two LDR losses are combined with learned uncertainties that adaptively weight them.
Key results
- On HDR-NeRF real scenes (Exp-3, LDR-OE), Ours (Scaffold-GS) reaches 36.77 PSNR vs 35.96 for HDR-Scaffold-GS.
- On HDR-NeRF synthetic scenes, Ours (Scaffold-GS) HDR PSNR is 39.02 vs 29.22 for HDR-Scaffold-GS under Exp-3.
- Ablation (Scaffold-GS, Exp-1) shows the full unified local tone mapping with uncertainty gives LDR-OE 35.37 and HDR 38.60 PSNR on real/synthetic, outperforming global and single-branch variants.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| replace 3D global tone mapping with 3D local tone mapping (ablation) | GaussHDR with Scaffold-GS · HDR-NeRF real scenes, LDR-OE | PSNR: 33.94 -> 34.41 | Helped |
| replace 2D global tone mapping with 2D local tone mapping (ablation) | GaussHDR with Scaffold-GS · HDR-NeRF real scenes, LDR-OE | PSNR: 32.45 -> 34.19 | Helped |
| combine 3D and 2D local tone mapping instead of global tone mapping (ablation) | GaussHDR with Scaffold-GS · HDR-NeRF real scenes, LDR-OE | PSNR: 33.22 -> 35.37 | Helped |
| add the residual term to the local tone mapper (ablation) | GaussHDR with Scaffold-GS · HDR-NeRF synthetic scenes, HDR | PSNR: 18.46 -> 38.60 | Helped |
| use uncertainty-based modulation and merging rather than a fixed weighted loss combination (ablation) | GaussHDR · different scenes | LDR PSNR | Helped |
Surprising findings
- Without the residual form (local tone mapper trained alone), HDR performance collapses to 18.46 PSNR on synthetic scenes, showing the global tone mapper initialization is essential.
Limitations
- Synthetic HDR results rely on unit exposure loss for scale fixing, which assumes synthetic setup.
- Reported HDR comparisons against HDR-GS are under a setting without HDR ground-truth supervision, so comparability depends on re-implementation.
Experimental setup
Datasets: HDR-NeRF synthetic dataset HDR-NeRF real dataset HDR-Plenoxels real dataset
Benchmarks: HDR-NeRF synthetic dataset HDR-NeRF real dataset HDR-Plenoxels real dataset
Metrics: PSNR SSIM LPIPS
Baselines: HDR-NeRF HDR-GS HDR-Scaffold-GS HDR-Plenoxels
Builds on: 3D Gaussian Splatting HDR-GS HDR-NeRF Scaffold-GS uncertainty learning for multi-task losses
Closest papers by meaning
- HDR-GS: Efficient High Dynamic Range Novel View Synthesis at 1000x Speed via Gaussian Splatting (NeurIPS 2024 · similarity 0.93)
- EvHDR-GS: Event-guided HDR Video Reconstruction with 3D Gaussian Splatting (AAAI 2025 · similarity 0.91)
- From Chaos to Clarity: 3DGS in the Dark (NeurIPS 2024 · similarity 0.90)
- Zero-Shot Structure-Preserving Diffusion Model for High Dynamic Range Tone Mapping (CVPR 2024 · similarity 0.90)
- High Dynamic Range Novel View Synthesis with Single Exposure (ICML 2025 · similarity 0.89)
- Swift4D: Adaptive divide-and-conquer Gaussian Splatting for compact and efficient reconstruction of dynamic scene (ICLR 2025 · similarity 0.89)
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