Lighting Every Darkness with 3DGS: Fast Training and Real-Time Rendering for HDR View Synthesis
Xin Jin, Pengyi Jiao, Zheng-Peng Duan, Xingchao Yang, Chun-Le Guo, Bo Ren, Chongyi Li
TL;DR
LE3D tackles HDR view synthesis from noisy RAW multi-view images by marrying 3D Gaussian Splatting with three key innovations: Cone Scatter Initialization to improve distant view geometry, a tiny Color MLP to represent RAW linear color instead of spherical harmonics, and depth distortion plus near-far regularizations to reinforce accurate scene structure. The method achieves real-time rendering (~100 FPS) with training times around 1.5 GPU hours, dramatically faster than prior volumetric approaches like RawNeRF, while maintaining competitive quality and enabling downstream tasks such as HDR rendering, refocusing, and exposure variation. Quantitative and qualitative results on RAW NeRF datasets show LE3D attains comparable HDR-quality metrics to state-of-the-art while delivering 3000–6000× rendering speedups and 99% reduction in training time, owing to differentiable rasterization and an improved geometric-color representation. This work significantly lowers the barrier to practical HDR view synthesis in 3D scenes, enabling real-time computational photography pipelines that operate directly in RAW space and support post-processing like tone-mapping in real time.
Abstract
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 .
