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Lighting Every Darkness with 3DGS: Fast Training and Real-Time Rendering for HDR View Synthesis (2406.06216v1)

Published 10 Jun 2024 in cs.CV

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 .

Citations (1)

Summary

  • The paper introduces the LE3D framework that fast-trains and enables real-time HDR view synthesis using 3D Gaussian Splatting.
  • It leverages Cone Scatter Initialization and an MLP-based color representation to overcome low-light scene limitations.
  • LE3D achieves dramatic speed improvements, reducing training time to 1% and rendering 2K images up to 4,000 times faster.

Overview of the LE3D Framework: Fast Training and Real-Time HDR View Synthesis

The paper "Lighting Every Darkness with 3DGS: Fast Training and Real-Time Rendering for HDR View Synthesis" introduces the LE3D framework, a novel approach that enhances the speed and quality of high dynamic range (HDR) view synthesis. The authors address significant limitations in existing volumetric rendering methods such as Neural Radiance Fields (NeRF), particularly their extensive training times and inability to render in real-time. The core innovation in LE3D lies in its utilization of 3D Gaussian Splatting (3DGS), along with several augmentative techniques, to achieve fast training and real-time rendering while maintaining high resistance to noise and accurate color representations in HDR linear color space.

Key Contributions and Method Enhancements

1. Cone Scatter Initialization (CSI)

One of the notable technical advancements in LE3D is the introduction of the Cone Scatter Initialization. This technique mitigates the issue of poor quality in the initial sparse point cloud generated by standard Structure from Motion (SfM) techniques under low-light conditions. Through random point scattering within a predefined viewing frustum, LE3D enriches the point clouds at distant views, significantly enhancing the initialization quality, which is critical for accurate HDR scene reconstruction.

2. Color Representation with MLP

LE3D replaces the spherical harmonics (SH) traditionally used in 3DGS to represent color with a tiny Multi-Layer Perceptron (MLP). This change addresses the inadequacies of SH in representing colors in the RAW linear color space efficiently. The new method enriches the expressiveness and stability of the color representation, leading to higher fidelity in the rendered images.

3. Depth Distortion and Near-Far Regularizations

To further improve the structural integrity of the rendered scenes, LE3D incorporates depth distortion and near-far regularizations. These regularizations constrain the gaussians to be concentrated at relevant scene surfaces, refining the scene structure and enhancing the quality of downstream tasks such as refocusing and HDR rendering. The paper demonstrates that these regularizations significantly reduce artifacts and improve the overall quality and accuracy of the reconstructed depth maps.

Quantitative and Qualitative Results

The authors present a comprehensive set of experimental results on the RawNeRF dataset, including both qualitative and quantitative evaluations. LE3D exhibits superior performance in terms of PSNR and SSIM metrics in RAW and RGB color spaces, achieving significant improvements in rendering speed (up to 4,000 times faster for 2K resolution images) compared to RawNeRF. Specifically, LE3D reduces training time to 1% of that required by RawNeRF, a drastic improvement that makes it highly suitable for real-time applications.

The visual comparisons underscore the efficacy of LE3D in handling noise and producing detailed and accurate HDR reconstructions. The figures illustrate that LE3D achieves sharper, more detailed images with better noise resistance and accurate color reproduction, even in challenging nighttime scenes.

Implications and Future Work

The advancements presented in LE3D have profound implications for computational photography and augmented reality (AR) and virtual reality (VR) applications, where fast and accurate scene reconstruction is essential. The ability to perform real-time HDR view synthesis enables new possibilities in interactive graphics and real-time scene editing, which were not feasible with earlier volumetric rendering techniques.

Future developments could explore further optimizations in the MLP architecture for color representation, leveraging more sophisticated neural network designs to enhance the expressiveness and efficiency of the model. Additionally, there is potential for extending the LE3D framework to dynamic scenes, where real-time rendering and adaptive scene update capabilities would be invaluable.

Overall, the contributions of this paper present a significant step forward in the field of HDR view synthesis, addressing longstanding challenges in speed and noise resistance while opening new avenues for practical applications in AR/VR and beyond.

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