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Main Authors: Liu, Yi-Ruei, Xie, You-Zhe, Hsu, Yu-Hsiang, Fang, I-Sheng, Liu, Yu-Lun, Chen, Jun-Cheng
Format: Preprint
Published: 2025
Subjects:
Online Access:https://arxiv.org/abs/2509.10759
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author Liu, Yi-Ruei
Xie, You-Zhe
Hsu, Yu-Hsiang
Fang, I-Sheng
Liu, Yu-Lun
Chen, Jun-Cheng
author_facet Liu, Yi-Ruei
Xie, You-Zhe
Hsu, Yu-Hsiang
Fang, I-Sheng
Liu, Yu-Lun
Chen, Jun-Cheng
contents Common computer vision systems typically assume ideal pinhole cameras but fail when facing real-world camera effects such as fisheye distortion and rolling shutter, mainly due to the lack of learning from training data with camera effects. Existing data generation approaches suffer from either high costs, sim-to-real gaps or fail to accurately model camera effects. To address this bottleneck, we propose 4D Gaussian Ray Tracing (4D-GRT), a novel two-stage pipeline that combines 4D Gaussian Splatting with physically-based ray tracing for camera effect simulation. Given multi-view videos, 4D-GRT first reconstructs dynamic scenes, then applies ray tracing to generate videos with controllable, physically accurate camera effects. 4D-GRT achieves the fastest rendering speed while performing better or comparable rendering quality compared to existing baselines. Additionally, we construct eight synthetic dynamic scenes in indoor environments across four camera effects as a benchmark to evaluate generated videos with camera effects.
format Preprint
id arxiv_https___arxiv_org_abs_2509_10759
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Every Camera Effect, Every Time, All at Once: 4D Gaussian Ray Tracing for Physics-based Camera Effect Data Generation
Liu, Yi-Ruei
Xie, You-Zhe
Hsu, Yu-Hsiang
Fang, I-Sheng
Liu, Yu-Lun
Chen, Jun-Cheng
Computer Vision and Pattern Recognition
Common computer vision systems typically assume ideal pinhole cameras but fail when facing real-world camera effects such as fisheye distortion and rolling shutter, mainly due to the lack of learning from training data with camera effects. Existing data generation approaches suffer from either high costs, sim-to-real gaps or fail to accurately model camera effects. To address this bottleneck, we propose 4D Gaussian Ray Tracing (4D-GRT), a novel two-stage pipeline that combines 4D Gaussian Splatting with physically-based ray tracing for camera effect simulation. Given multi-view videos, 4D-GRT first reconstructs dynamic scenes, then applies ray tracing to generate videos with controllable, physically accurate camera effects. 4D-GRT achieves the fastest rendering speed while performing better or comparable rendering quality compared to existing baselines. Additionally, we construct eight synthetic dynamic scenes in indoor environments across four camera effects as a benchmark to evaluate generated videos with camera effects.
title Every Camera Effect, Every Time, All at Once: 4D Gaussian Ray Tracing for Physics-based Camera Effect Data Generation
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2509.10759