Research map / 3D vision / Gaussian splatting
Luminance-GS: Adapting 3D Gaussian Splatting to Challenging Lighting Conditions with View-Adaptive Curve Adjustment
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Adds per-view color matrix mapping and a view-adaptive tone curve (global plus attention-generated per-view bias) to 3DGS, trained with unsupervised losses, to render well-lit novel views from low-light, overexposed, or varying-exposure inputs.
Problem
Novel view synthesis from multi-view images captured under challenging lighting (low-light, overexposure, varying exposure) where photometric inconsistency across views degrades 3DGS and NeRF reconstructions.
Approach
Keep the original 3DGS representation and learn per-view 3x3 color matrices and view-adaptive tone curves (a shared global curve plus a per-view bias from a cross-attention generator) that map inputs to pseudo-enhanced, view-consistent images used only during training, with unsupervised curve and spatial losses.
Key results
- On LOM low-light, achieves SSIM 0.799 and LPIPS 0.294, best on both, with PSNR 18.34 (second to Aleth-NeRF's 19.87).
- On LOM overexposure, achieves best PSNR 20.71, SSIM 0.835, LPIPS 0.222, outperforming MSLT+GS and others.
- On varying exposure (Mip-NeRF 360 subset), reports best PSNR/SSIM/LPIPS in the bicycle, garden and counter scenes except bicycle PSNR, at ~14 min training and ~150 FPS.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use view-adaptive curve adjustment and per-view color matrix mapping | 3DGS · LOM low-light subset (mean) | SSIM: 0.754 -> 0.799 | Helped |
| use view-adaptive curve adjustment and per-view color matrix mapping | 3DGS · LOM low-light subset (mean) | PSNR: 19.87 -> 18.34 | Hurt |
| use view-adaptive curve adjustment and per-view color matrix mapping | 3DGS · LOM overexposure subset (mean) | LPIPS: 0.262 -> 0.222 | Helped |
| use view-adaptive curve adjustment | 3DGS · Mip-NeRF 360 bicycle (varying exposure) | SSIM: 0.618 -> 0.640 | Helped |
| use view-adaptive curve adjustment | 3DGS · Mip-NeRF 360 garden (varying exposure) | PSNR: 20.49 -> 21.01 | Helped |
| use view-adaptive curve adjustment | 3DGS · Mip-NeRF 360 counter (varying exposure) | PSNR: 18.92 -> 19.81 | Helped |
| add the global curve to the view-specific curve bias (ablation) | Luminance-GS · LOM buu (low-light) | SSIM: 0.653 -> 0.859 | Helped |
| add the global curve to the view-specific curve bias (ablation) | Luminance-GS · LOM buu (overexposure) | SSIM: 0.712 -> 0.804 | Helped |
| add the global curve to the view-specific curve bias (ablation) | Luminance-GS · Mip-NeRF 360 garden (varying exposure) | SSIM: 0.777 -> 0.788 | Helped |
| add per-view color matrix mapping (ablation) | Luminance-GS with global and view-specific curves · LOM buu (low-light) | SSIM: 0.859 -> 0.877 | Helped |
| add per-view color matrix mapping (ablation) | Luminance-GS with global and view-specific curves · LOM buu (overexposure) | SSIM: 0.804 -> 0.811 | Helped |
Surprising findings
- Per-view independent curves alone overfit and degrade quality; a single shared curve also causes view inconsistency.
- Pre-processing images with 2D enhancers before 3DGS training or post-processing renders performs worse than the proposed approach.
Limitations
- Does not generalize across scenes; the method is per-scene and aims to handle only illumination variation in future work.
- PSNR on low-light LOM is second-best behind Aleth-NeRF.
- Varying-exposure dataset is synthesized rather than captured.
Experimental setup
Datasets: LOM dataset Mip-NeRF 360
Benchmarks: LOM dataset low-light LOM dataset overexposure Mip-NeRF 360 varying exposure
Metrics: PSNR SSIM LPIPS FPS GPU hours
Baselines: 3DGS Aleth-NeRF AME-NeRF NeRF-W GS-W Zero-DCE SCI NeRCo LLVE SGZ MSEC IAT
Builds on: 3D Gaussian Splatting Zero-DCE NeRF-W Aleth-NeRF
Closest papers by meaning
- GS-IR: 3D Gaussian Splatting for Inverse Rendering (CVPR 2024 · similarity 0.90)
- Wild-GS: Real-Time Novel View Synthesis from Unconstrained Photo Collections (NeurIPS 2024 · similarity 0.89)
- GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering (ICLR 2025 · similarity 0.89)
- MS-GS: Multi-Appearance Sparse-View 3D Gaussian Splatting in the Wild (NeurIPS 2025 · similarity 0.89)
- 3D-HGS: 3D Half-Gaussian Splatting (CVPR 2025 · similarity 0.88)
- Quantifying and Alleviating Co-Adaptation in Sparse-View 3D Gaussian Splatting (NeurIPS 2025 · similarity 0.88)
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