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Luminance-GS: Adapting 3D Gaussian Splatting to Challenging Lighting Conditions with View-Adaptive Curve Adjustment

CVPR 2025 · 3D vision › Gaussian splatting · approach: Regularization and primitive design for 3DGS · 15 citations (OpenAlex)

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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

Measured effects reported in the paper

What was changedWhereMeasuredEffect
use view-adaptive curve adjustment and per-view color matrix mapping3DGS · LOM low-light subset (mean)SSIM: 0.754 -> 0.799Helped
use view-adaptive curve adjustment and per-view color matrix mapping3DGS · LOM low-light subset (mean)PSNR: 19.87 -> 18.34Hurt
use view-adaptive curve adjustment and per-view color matrix mapping3DGS · LOM overexposure subset (mean)LPIPS: 0.262 -> 0.222Helped
use view-adaptive curve adjustment3DGS · Mip-NeRF 360 bicycle (varying exposure)SSIM: 0.618 -> 0.640Helped
use view-adaptive curve adjustment3DGS · Mip-NeRF 360 garden (varying exposure)PSNR: 20.49 -> 21.01Helped
use view-adaptive curve adjustment3DGS · Mip-NeRF 360 counter (varying exposure)PSNR: 18.92 -> 19.81Helped
add the global curve to the view-specific curve bias (ablation)Luminance-GS · LOM buu (low-light)SSIM: 0.653 -> 0.859Helped
add the global curve to the view-specific curve bias (ablation)Luminance-GS · LOM buu (overexposure)SSIM: 0.712 -> 0.804Helped
add the global curve to the view-specific curve bias (ablation)Luminance-GS · Mip-NeRF 360 garden (varying exposure)SSIM: 0.777 -> 0.788Helped
add per-view color matrix mapping (ablation)Luminance-GS with global and view-specific curves · LOM buu (low-light)SSIM: 0.859 -> 0.877Helped
add per-view color matrix mapping (ablation)Luminance-GS with global and view-specific curves · LOM buu (overexposure)SSIM: 0.804 -> 0.811Helped

Surprising findings

Limitations

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

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