Research map / 3D vision / Gaussian splatting
GS-Blur: A 3D Scene-Based Dataset for Realistic Image Deblurring
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Builds GS-Blur, a synthetic deblurring dataset rendered from 3D Gaussian Splatting reconstructions of MVImgNet objects, with random Bezier camera trajectories, averaging sub-frames, and noise/multi-resolution augmentation, and shows models trained on it generalize better across GoPro, REDS, BSD, and RSBlur.
Problem
Existing deblurring datasets are either synthetic (averaged high-speed frames) with limited blur diversity or real beam-splitter captures that are camera-specific and labor-intensive, so they generalize poorly to real-world blur.
Approach
Reconstruct 3D scenes with 3DGS from multi-view object videos, then synthesize blur by averaging dense sub-frame renderings along randomly generated 6DOF Bezier camera trajectories, plus rigid object motion, sensor noise, and multi-resolution rendering, enabling diverse blur and 1-to-n blur generation.
Key results
- Models trained on GS-Blur achieve best cross-dataset PSNR in most settings, e.g., NAFNet on RSBlur 32.30 dB vs 30.63 dB when trained on BSD.
- PSNR thresholding for 3DGS scene filtering improves NAFNet on GoPro from 31.46 to 31.49 and RSBlur from 32.13 to 32.30 vs unfiltered.
- Ablation shows removing rigid object motion, 1-to-n generation, noise, or multi-resolution each lowers performance on at least some benchmarks.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Train on GS-Blur rather than GoPro, REDS, BSD, or RSBlur | MIMO-UNet, UFormer, and NAFNet · GoPro, REDS, BSD, and RSBlur | PSNR | Helped |
| Add 1-to-n blur generation (ablation) | GS-Blur-trained NAFNet · GoPro, REDS, BSD, and RSBlur | PSNR: 30.69 -> 31.49; 30.40 -> 30.54; 29.69 -> 31.37; 30.18 -> 32.30 | Helped |
| Add rigid-body object motion blur (ablation) | GS-Blur-trained NAFNet · GoPro, REDS, BSD, and RSBlur | PSNR: 31.44 -> 31.49; 30.27 -> 30.54; 31.11 -> 31.37; 32.29 -> 32.30 | Helped |
| Add realistic noise (ablation) | GS-Blur-trained NAFNet · GoPro, BSD, and RSBlur | PSNR: 30.97 -> 31.49; 30.36 -> 31.37; 30.99 -> 32.30 | Helped |
| Add realistic noise (ablation) | GS-Blur-trained NAFNet · REDS | PSNR: 30.94 -> 30.54 | Hurt |
| Add multi-resolution renderings (ablation) | GS-Blur-trained NAFNet · GoPro, REDS, BSD, and RSBlur | PSNR: 31.24 -> 31.49; 30.07 -> 30.54; 31.06 -> 31.37; 32.23 -> 32.30 | Helped |
| Filter scenes using PSNR thresholding (ablation) | GS-Blur dataset trained with NAFNet · GoPro, REDS, BSD, and RSBlur | PSNR: 31.46 -> 31.49; 30.52 -> 30.54; 31.42 -> 31.37; 32.13 -> 32.30 | Mixed |
Surprising findings
- Adding noise lowers performance on REDS because REDS suppresses noise by downscaling its evaluation set.
Limitations
- Static 3D scenes cannot model deforming objects such as walking limbs or rotating wheels.
- Sharp images are rendered from 3DGS, which may differ from real clean camera images.
- Only 26 MVImgNet object classes selected, mostly object-centric scenes.
Experimental setup
Datasets: MVImgNet GoPro REDS BSD RSBlur
Benchmarks: GoPro REDS BSD RSBlur real blurry images
Metrics: PSNR SSIM MUSIQ TOPIQ
Baselines: MIMO-UNet Uformer NAFNet
Builds on: 3D Gaussian Splatting MVImgNet RSBlur noise pipeline
Closest papers by meaning
- BARD-GS: Blur-Aware Reconstruction of Dynamic Scenes via Gaussian Splatting (CVPR 2025 · similarity 0.91)
- DiET-GS: Diffusion Prior and Event Stream-Assisted Motion Deblurring 3D Gaussian Splatting (CVPR 2025 · similarity 0.90)
- DOF-GS: Adjustable Depth-of-Field 3D Gaussian Splatting for Post-Capture Refocusing, Defocus Rendering and Blur Removal (CVPR 2025 · similarity 0.88)
- Real-World Efficient Blind Motion Deblurring via Blur Pixel Discretization (CVPR 2024 · similarity 0.88)
- Blur2Blur: Blur Conversion for Unsupervised Image Deblurring on Unknown Domains (CVPR 2024 · similarity 0.88)
- BlurDM: A Blur Diffusion Model for Image Deblurring (NeurIPS 2025 · similarity 0.88)
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