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Main Authors: Jin, Xin, Jiao, Pengyi, Duan, Zheng-Peng, Yang, Xingchao, Guo, Chun-Le, Ren, Bo, Li, Chongyi
Format: Preprint
Published: 2024
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Online Access:https://arxiv.org/abs/2406.06216
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author Jin, Xin
Jiao, Pengyi
Duan, Zheng-Peng
Yang, Xingchao
Guo, Chun-Le
Ren, Bo
Li, Chongyi
author_facet Jin, Xin
Jiao, Pengyi
Duan, Zheng-Peng
Yang, Xingchao
Guo, Chun-Le
Ren, Bo
Li, Chongyi
contents Volumetric rendering based methods, like NeRF, excel in HDR view synthesis from RAWimages, especially for nighttime scenes. While, they suffer from long training times and cannot perform real-time rendering due to dense sampling requirements. The advent of 3D Gaussian Splatting (3DGS) enables real-time rendering and faster training. However, implementing RAW image-based view synthesis directly using 3DGS is challenging due to its inherent drawbacks: 1) in nighttime scenes, extremely low SNR leads to poor structure-from-motion (SfM) estimation in distant views; 2) the limited representation capacity of spherical harmonics (SH) function is unsuitable for RAW linear color space; and 3) inaccurate scene structure hampers downstream tasks such as refocusing. To address these issues, we propose LE3D (Lighting Every darkness with 3DGS). Our method proposes Cone Scatter Initialization to enrich the estimation of SfM, and replaces SH with a Color MLP to represent the RAW linear color space. Additionally, we introduce depth distortion and near-far regularizations to improve the accuracy of scene structure for downstream tasks. These designs enable LE3D to perform real-time novel view synthesis, HDR rendering, refocusing, and tone-mapping changes. Compared to previous volumetric rendering based methods, LE3D reduces training time to 1% and improves rendering speed by up to 4,000 times for 2K resolution images in terms of FPS. Code and viewer can be found in https://github.com/Srameo/LE3D .
format Preprint
id arxiv_https___arxiv_org_abs_2406_06216
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Lighting Every Darkness with 3DGS: Fast Training and Real-Time Rendering for HDR View Synthesis
Jin, Xin
Jiao, Pengyi
Duan, Zheng-Peng
Yang, Xingchao
Guo, Chun-Le
Ren, Bo
Li, Chongyi
Computer Vision and Pattern Recognition
Volumetric rendering based methods, like NeRF, excel in HDR view synthesis from RAWimages, especially for nighttime scenes. While, they suffer from long training times and cannot perform real-time rendering due to dense sampling requirements. The advent of 3D Gaussian Splatting (3DGS) enables real-time rendering and faster training. However, implementing RAW image-based view synthesis directly using 3DGS is challenging due to its inherent drawbacks: 1) in nighttime scenes, extremely low SNR leads to poor structure-from-motion (SfM) estimation in distant views; 2) the limited representation capacity of spherical harmonics (SH) function is unsuitable for RAW linear color space; and 3) inaccurate scene structure hampers downstream tasks such as refocusing. To address these issues, we propose LE3D (Lighting Every darkness with 3DGS). Our method proposes Cone Scatter Initialization to enrich the estimation of SfM, and replaces SH with a Color MLP to represent the RAW linear color space. Additionally, we introduce depth distortion and near-far regularizations to improve the accuracy of scene structure for downstream tasks. These designs enable LE3D to perform real-time novel view synthesis, HDR rendering, refocusing, and tone-mapping changes. Compared to previous volumetric rendering based methods, LE3D reduces training time to 1% and improves rendering speed by up to 4,000 times for 2K resolution images in terms of FPS. Code and viewer can be found in https://github.com/Srameo/LE3D .
title Lighting Every Darkness with 3DGS: Fast Training and Real-Time Rendering for HDR View Synthesis
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2406.06216