Mono4DGS-HDR: High Dynamic Range 4D Gaussian Splatting from Alternating-exposure Monocular Videos
Jinfeng Liu, Lingtong Kong, Mi Zhou, Jinwen Chen, Dan Xu
TL;DR
Mono4DGS-HDR addresses 4D HDR reconstruction from unposed monocular videos with alternating exposures by proposing a two-stage Gaussian Splatting framework. The first stage learns HDR video Gaussians in an orthographic space to remove pose dependence, while the second stage transforms these to world space and refines Gaussians alongside camera poses, aided by a temporal luminance regularization for HDR stability. A new HDR video benchmark is introduced, and comprehensive experiments show state-of-the-art rendering quality, temporal coherence, and speed compared to adapted baselines. The approach advances practical HDR view synthesis from easily collected monocular footage and provides reproducible results with public priors and datasets.
Abstract
We introduce Mono4DGS-HDR, the first system for reconstructing renderable 4D high dynamic range (HDR) scenes from unposed monocular low dynamic range (LDR) videos captured with alternating exposures. To tackle such a challenging problem, we present a unified framework with two-stage optimization approach based on Gaussian Splatting. The first stage learns a video HDR Gaussian representation in orthographic camera coordinate space, eliminating the need for camera poses and enabling robust initial HDR video reconstruction. The second stage transforms video Gaussians into world space and jointly refines the world Gaussians with camera poses. Furthermore, we propose a temporal luminance regularization strategy to enhance the temporal consistency of the HDR appearance. Since our task has not been studied before, we construct a new evaluation benchmark using publicly available datasets for HDR video reconstruction. Extensive experiments demonstrate that Mono4DGS-HDR significantly outperforms alternative solutions adapted from state-of-the-art methods in both rendering quality and speed.
