GaSLight: Gaussian Splats for Spatially-Varying Lighting in HDR
Christophe Bolduc, Yannick Hold-Geoffroy, Zhixin Shu, Jean-François Lalonde
TL;DR
GaSLight introduces HDR Gaussian Splats ($3DGS$) as a spatially varying HDR lighting representation and pairs it with a diffusion-based LDR-to-HDR estimator to recover bright light intensities from regular images. The method first upsamples dynamic range using a diffusion model to generate plausible per-light HDR content, then fits a $3DGS$ scene to model near-field, high-frequency lighting that can be directly rendered. It demonstrates state-of-the-art performance on HDR estimation and effective applications in virtual object insertion and text-to-HDR lighting, supported by a new unsaturated HDR dataset and evaluation on existing benchmarks. The approach offers a practical, render-ready lighting representation that integrates with standard renderers while handling complex shadows and specularities that arise from spatially varying illumination.
Abstract
We present GaSLight, a method that generates spatially-varying lighting from regular images. Our method proposes using HDR Gaussian Splats as light source representation, marking the first time regular images can serve as light sources in a 3D renderer. Our two-stage process first enhances the dynamic range of images plausibly and accurately by leveraging the priors embedded in diffusion models. Next, we employ Gaussian Splats to model 3D lighting, achieving spatially variant lighting. Our approach yields state-of-the-art results on HDR estimations and their applications in illuminating virtual objects and scenes. To facilitate the benchmarking of images as light sources, we introduce a novel dataset of calibrated and unsaturated HDR to evaluate images as light sources. We assess our method using a combination of this novel dataset and an existing dataset from the literature. Project page: https://lvsn.github.io/gaslight/
