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HDRGS: High Dynamic Range Gaussian Splatting
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Recent years have witnessed substantial advancements in the field of 3D reconstruction from 2D images, particularly following the introduction of the neural radiance field (NeRF) technique. However, reconstructing a 3D high dynamic range (HDR) radiance field, which aligns more closely with real-world conditions, from 2D multi-exposure low dynamic range (LDR) images continues to pose significant challenges. Approaches to this issue fall into two categories: grid-based and implicit-based. Implicit methods, using multi-layer perceptrons (MLP), face inefficiencies, limited solvability, and overfitting risks. Conversely, grid-based methods require significant memory and struggle with image quality and long training times. In this paper, we introduce Gaussian Splatting-a recent, high-quality, real-time 3D reconstruction technique-into this domain. We further develop the High Dynamic Range Gaussian Splatting (HDR-GS) method, designed to address the aforementioned challenges. This method enhances color dimensionality by including luminance and uses an asymmetric grid for tone-mapping, swiftly and precisely converting pixel irradiance to color. Our approach improves HDR scene recovery accuracy and integrates a novel coarse-to-fine strategy to speed up model convergence, enhancing robustness against sparse viewpoints and exposure extremes, and preventing local optima. Extensive testing confirms that our method surpasses current state-of-the-art techniques in both synthetic and real-world scenarios.
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Cited by 2 Pith papers
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Casual3DHDR: Deblurring High Dynamic Range 3D Gaussian Splatting from Casually Captured Videos
A one-stage pipeline jointly estimates camera motion, exposure times, and the camera response while reconstructing an HDR 3D scene from blurry auto-exposure videos.
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LocalDyGS: Multi-view Global Dynamic Scene Modeling via Adaptive Local Implicit Feature Decoupling
LocalDyGS reconstructs dynamic scenes by decomposing space into seed-based local regions and generating time-varying Temporal Gaussians, though its claim of being first for large-scale scenes omits the existing Swift4...
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