Physically Inspired Gaussian Splatting for HDR Novel View Synthesis
Authors: Huimin Zeng, Yue Bai, Hailing Wang, Yun Fu
Organizations: Department of Electrical and Computer Engineering, Northeastern University · Khoury College of Computer Science, Northeastern University
High dynamic range novel view synthesis (HDR-NVS) reconstructs scenes with dynamic details by fusing multi-exposure low dynamic range (LDR) views, yet it struggles to capture ambient illumination-dependent appearance. Implicitly supervising HDR content by constraining tone-mapped results fails in correcting abnormal HDR values, and results in limited gradients for Gaussians in under/over-exposed regions. To this end, we introduce PhysHDR-GS, a physically inspired HDR-NVS framework that models scene appearance via intrinsic reflectance and adjustable ambient illumination. PhysHDR-GS employs a complementary image-exposure (IE) branch and Gaussian-illumination (GI) branch to faithfully reproduce standard camera observations and capture illumination-dependent appearance changes, respectively. During training, the proposed cross-branch HDR consistency loss provides explicit supervision for HDR content, while an illumination-guided gradient scaling strategy mitigates exposure-biased gradient starvation and reduces under-densified representations. Experimental results across realistic and synthetic datasets demonstrate our superiority in reconstructing HDR details (e.g., a PSNR gain of 2.04 dB over HDR-GS), while maintaining real-time rendering speed (up to 76 FPS). Code and models are available at https://huimin-zeng.github.io/PhysHDR-GS/.
Figures & tables
Figure 1: Variation of camera exposure Δt and ambient illumination ΔLa scales the HDR signal in different ways: Δt causes a global change ΔIHDR , while ΔLa induces local changes ΔI^HDR ( e.g . , nameplate of the luckycat) via lighting-conditioned radiance variation ΔLo . Their different response patterns reveal complementary ways of modeling dynamic-range details.
Figure 2: Overview of the proposed PhysHDR-GS, where Gaussian color is modeled from intrinsic reflectance and ambient illumination. The image–exposure (IE) branch modulates exposure t on 2D images, while the Gaussian–illumination (GI) branch modulates ambient illumination La on 3D Gaussians, yielding complementary dynamic-range details. Tone mapper f performs tone mapping and dual-branch fusion for final LDR results. During training, a cross-branch HDR consistency loss Lcons enables explicit HDR self-supervision. Illumination-Guided Gradient Scaling rescales per-Gaussian gradients with sa to mitigate under-splitting in extreme exposure regions.
Figure 3: Illustration of the tone mapper f . Given inputs IHDR×t and I^HDR , the tone-mapping MLP ftm first predicts global and local LDR outputs. The fusion MLP fmix then cross-fuses these global-local pairs to produce the final LDR result ILDR .
Figure 4: Gradient and illumination deviation analysis, where over/under-exposed pixels lie in flat regions of the tone mapping curve and yield a small Gaussian gradient. The gradient shows positive correlation with reciprocal illumination deviation 1/ΔLa .
Method
HDR-NeRF-Real
HDR-Plenoxels-Real
LDR-OE ( t1,t3,t5 )
LDR-NE ( t2,t4 )
LDR-OE ( t1,t3,t5 )
LDR-NE ( t2,t4 )
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
exp3
HDR-NeRF [ 12 ]
34.27
0.9532
0.063
32.15
0.9475
0.074
-
-
-
-
-
-
HDR-GS [ 3 ]
34.87
0.9697
0.021
31.02
0.9636
0.029
31.17
0.9509
0.040
28.60
0.9285
0.051
GaussHDR [ 25 ]
36.05
0.9739
0.015
33.49
0.9707
0.017
31.50
0.9530
0.037
28.92
0.9326
0.044
GaussHDR † [ 25 ]
36.32
0.9770
0.011
33.84
0.9738
0.014
32.87
0.9590
0.028
29.78
0.9391
0.037
Table 1: Quantitative results on realistic HDR-NeRF-Real [ 12 ] and HDR-Plenoxels-Real [ 15 ] datasets, where the best and second-best results are highlighted in red and yellow , respectively. † indicates variants built on Scaffold-GS [ 27 ] . The proposed method achieves the overall best performance, demonstrating its effectiveness in synthesizing high-quality novel views across different exposure levels.
Method
LDR-OE ( t1,t3,t5 )
LDR-NE ( t2,t4 )
HDR
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
exp3
HDR-NeRF [ 12 ]
38.82
0.9657
0.032
38.07
0.9641
0.034
26.63
0.9523
0.046
HDR-GS [ 3 ]
40.28
0.9781
0.018
27.07
0.8744
0.127
17.51
0.6982
0.205
GaussHDR [ 25 ]
42.28
0.9853
0.007
41.65
0.9850
0.007
37.78
0.9704
0.017
GaussHDR † [ 25 ]
43.87
0.9899
0.004
42.74
0.9894
0.004
39.08
0.9767
0.011
Ours
43.11
0.9848
0.008
42.48
0.9852
0.008
38.77
0.9710
0.016
Table 2: Quantitative results on the synthetic HDR-NeRF-Syn [ 12 ] dataset, where the best and second-best results are highlighted in red and yellow , respectively. † indicates variants built on Scaffold-GS [ 27 ] . Our method consistently outperforms baselines on both LDR and HDR scenarios, demonstrating its effectiveness in reconstructing HDR details and preserving information during tonemapping.
Figure 5: Qualitative comparisons on LDR views. For each method, we show the reconstructed LDR image and the residual map w.r.t. the ground truth. Competing methods exhibit noticeable missing content in saturated regions (e.g., screen reflections in the 1st row), indicating information loss after tone mapping, whereas our method effectively preserves fine structures and details.
Figure 6: Qualitative comparisons on HDR views, where we include residual maps between the results and GT to highlight the difference. HDR-NeRF and HDR-GS struggle to reproduce correct illumination levels due to the absence of HDR supervision during training, leading to inaccurate brightness and lost details. By imposing cross-branch HDR consistency, our method faithfully estimates scene lighting and reconstructs fine structures ( e.g . , basket edges in the 1st row).
Method
Rendering (ms)
Throughput (FPS)
Training (min)
Memory (MB)
HDR-NeRF
4189
0.24
500
11049
HDR-GS
9
117
10
5014
GaussHDR
19
53
28
5596
GaussHDR †
26
38
21
6221
Ours
13
76
15
3274
Ours †
19
53
18
3920
Table 3: Efficiency analysis measured on a single NVIDIA A6000 GPU. Rendering time and throughput are evaluated at an output resolution of 400×400 .
Method
HDR-NeRF-Real
HDR-Plenoxels-Real
LDR-OE ( t1,t3,t5 )
LDR-NE ( t2,t4 )
LDR-OE ( t1,t3,t5 )
LDR-NE ( t2,t4 )
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
IE branch
36.18
0.9766
0.0105
33.38
0.9727
0.0142
32.73
0.9576
0.0274
29.47
0.9368
0.0358
+ GI branch
36.27
0.9770
0.0096
33.46
0.9728
0.0132
32.83
0.9570
0.0271
29.34
0.9350
0.0362
+ HDR-cons
36.43
0.9774
0.0094
33.84
0.9732
0.0129
32.97
0.9584
0.0262
29.45
0.9364
0.0354
+ I-GS
36.91
0.9777
0.0093
34.15
0.9737
0.0124
33.06
0.9592
0.0253
2 9.76
0.9389
0.0339
Table 4: Ablation studies on HDR-NeRF-Real and HDR-Plenoxels-Real dataset, with the best and second-best results highlighted in red and yellow . IE branch indicates the baseline containing only the image-exposure branch. GI branch, HDR-cons and I-GS denote Gaussian-illumination branch, self-consistent HDR learning and illumination-guided gradient scaling, respectively.
Figure 7: Visualization of ablation studies, where residual maps between LDR results and LDR GT are provided. Including GI branch effectively captures lighting-dependent appearance ( e.g . , table reflections in 1st row) and reduces color distortions. Introducing HDR-cons and I-GS further refines structural details.
Appendix figures & tables6 assets
Supplementary material from the paper’s appendix.
Appendix
Method
Box
Computer
Flower
Luckycat
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
exp3
LDR-OE
HDR-NeRF [ 12 ]
35.13
0.9612
0.055
34.28
0.9486
0.076
33.21
0.9525
0.058
34.47
0.9504
0.063
HDR-GS [ 3 ]
36.21
0.9797
0.011
36.02
0.9720
0.017
32.44
0.9603
0.039
34.82
0.9668
0.018
GaussHDR [ 25 ]
37.17
0.9821
0.009
36.24
0.9735
0.015
34.61
0.9681
0.020
36.19
0.9718
0.014
GaussHDR † [ 25 ]
37.18
0.9834
0.008
36.37
0.9737
0.013
35.06
0.9757
0.012
36.67
0.9750
0.012
Ours
37.94
0.9845
0.007
35.67
0.9761
0.012
33.91
0.9732
0.015
37.23
0.9779
0.010
Appendix
Table 5: Per-scene quantitative comparisons of each scene on HDR-NeRF-Real [ 12 ] dataset. For each scene, the best and second-best results are highlighted in red and yellow . LDR-OE and LDR-NE denote the LDR results with exposure {t1,t3,t5} and {t2,t4} , respectively.
Method
Character
Coffee
Desk
Plant
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
exp3
LDR-OE
HDR-GS [ 3 ]
36.08
0.9799
0.024
28.13
0.9468
0.046
30.07
0.9366
0.039
30.39
0.9403
0.049
GaussHDR [ 25 ]
36.47
0.9813
0.024
29.10
0.9512
0.041
29.79
0.9355
0.038
30.63
0.9439
0.043
GaussHDR † [ 25 ]
39.09
0.9847
0.017
29.82
0.9597
0.029
30.52
0.9417
0.031
32.05
0.9499
0.036
Ours
39.45
0.9854
0.015
28.94
0.9538
0.035
29.79
0.9351
0.037
30.56
0.9402
0.046
Ours †
40.34
0.9870
0.013
29.51
0.9585
0.026
30.66
0.9428
0.028
31.72
0.9486
0.034
Appendix
Table 6: Per-scene quantitative comparisons on the HDR-Plenoxels-Real [ 15 ] dataset. HDR-NeRF [ 12 ] is not included, as it is evaluated on HDR-Plenoxels-Real. For each scene, the best and second-best results are highlighted in red and yellow . LDR-OE and LDR-NE denote LDR results with exposure sets {t1,t3,t5} and {t2,t4} , respectively.
Method
Bathroom
Bear
Chair
Desk
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
LDR-OE
HDR-NeRF [ 12 ]
33.98
0.9067
0.108
43.96
0.9917
0.007
34.36
0.9286
0.064
38.78
0.9735
0.021
HDR-GS [ 3 ]
42.29
0.9796
0.008
38.61
0.9835
0.015
37.75
0.9734
0.013
43.62
0.9885
0.004
GaussHDR [ 25 ]
42.38
0.9803
0.006
45.60
0.9934
0.002
37.44
0.9671
0.015
42.84
0.9888
0.004
GaussHDR † [ 25 ]
42.97
0.9844
0.006
46.71
0.9945
0.001
38.48
0.9746
0.011
43.77
0.9905
0.003
Ours
42.34
0.9790
0.006
46.76
0.9942
0.002
37.89
0.9708
0.012
43.78
0.9881
0.003
Appendix
Table 7: Per-scene quantitative comparisons on the HDR-NeRF-Syn [ 12 ] dataset under the exp3 exposure setting. For each scene, the best and second-best results are highlighted in red and yellow . LDR-OE and LDR-NE denote LDR results with exposure sets {t1,t3,t5} and {t2,t4} , respectively.
Method
Bathroom
Bear
Chair
Desk
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
LDR-OE
HDR-NeRF [ 12 ]
33.97
0.9066
0.108
43.81
0.9915
0.007
34.31
0.9284
0.064
38.26
0.9701
0.023
HDR-GS [ 3 ]
40.62
0.9734
0.011
36.31
0.9745
0.020
35.21
0.9610
0.022
41.34
0.9847
0.006
GaussHDR [ 25 ]
41.02
0.9731
0.009
44.02
0.9912
0.003
37.01
0.9678
0.014
42.46
0.9872
0.004
GaussHDR † [ 25 ]
42.08
0.9807
0.006
45.40
0.9934
0.002
37.65
0.9712
0.012
43.03
0.9896
0.003
Ours
40.75
0.9740
0.009
45.42
0.9933
0.002
37.36
0.9695
0.013
42.31
0.9884
0.004
Appendix
Table 8: Per-scene quantitative comparisons on the HDR-NeRF-Syn [ 12 ] dataset under the exp1 exposure setting. For each scene, the best and second-best results are highlighted in red and yellow . LDR-OE and LDR-NE denote LDR results with exposure sets {t1,t3,t5} and {t2,t4} , respectively.
Figure 8: Qualitative results on LDR views, where residual maps between the rendered results and ground truth are visualized to highlight the difference. HDR-GS struggles to balance between dynamic-range content reconstruction and fine-structure preservation( e.g . , characters in the highlight region of the 2nd row are missing), whereas our approach delivers accurate dynamic-range estimations and sharper details.
Figure 9: Qualitative results on HDR views, where residual maps between the rendered results and ground truth are visualized to highlight the differences. HDR-NeRF and HDR-GS fail to reach the target illumination level due to the absence of HDR ground truth during training, whereas our results yield accurate dynamic-range estimations and sharper reconstructions ( e.g . , leaf textures in the 4th row).
High dynamic range (HDR) novel view synthesis (NVS) aims to reconstruct HDR scenes from multi-exposure low dynamic range (LDR) images. Existing HDR pipelines heavily rely on known camera poses, well-initialized dense point clouds, and time-consuming per-scene optimization. Current feed-forward alternatives overlook the HDR problem by assuming exposure-invariant appearance. To bridge this gap, we propose InstantHDR, a feed-forward network that initializes 3D HDR scenes from uncalibrated multi-exposure LDR collections in a fast single forward pass. Specifically, we design a geometry-guided appearance modeling for multi-exposure fusion, and a meta-network for generalizable scene-specific tone mapping. Due to the lack of HDR scene data, we build a pre-training dataset, called HDR-Pretrain, for generalizable feed-forward HDR models, featuring 168 Blender-rendered scenes, diverse lighting types, and multiple camera response functions. Comprehensive experiments show that our InstantHDR delivers a single-forward HDR initialization at approximately 700 times the speed of SoTA optimization-based methods, and reaches comparable quality in real settings after lightweight post-optimization while remaining approximately 20 times faster. All code, models, and datasets: https://github.com/Bugjudger/InstantHDR.
Dingqiang Ye, Jiacong Xu, Jianglu Ping +3
Johns Hopkins University, USA · Shenzhen University, China
Radiance of real-world scenes typically spans a much wider dynamic range than what standard cameras can capture. While conventional HDR methods merge alternating-exposure frames, these approaches are inherently constrained to 2D pixel-level alignment, often leading to ghosting artifacts and temporal inconsistency in dynamic scenes. To address these limitations, we present HDR-NSFF, a paradigm shift from 2D-based merging to 4D spatio-temporal modeling. Our framework reconstructs dynamic HDR radiance fields from alternating-exposure monocular videos by representing the scene as a continuous function of space and time, and is compatible with both neural radiance field and 4D Gaussian Splatting (4DGS) based dynamic representations. This unified end-to-end pipeline explicitly models HDR radiance, 3D scene flow, geometry, and tone-mapping, ensuring physical plausibility and global coherence. We further enhance robustness by (i) extending semantic-based optical flow with DINO features to achieve exposure-invariant motion estimation, and (ii) incorporating a generative prior as a regularizer to compensate for limited observation in monocular captures and saturation-induced information loss. To evaluate HDR space-time view synthesis, we present the first real-world HDR-GoPro dataset specifically designed for dynamic HDR scenes. Experiments demonstrate that HDR-NSFF recovers fine radiance details and coherent dynamics even under challenging exposure variations, thereby achieving state-of-the-art performance in novel space-time view synthesis. Project page: https://shin-dong-yeon.github.io/HDR-NSFF/
Shin Dong-Yeon, Kim Jun-Seong, Kwon Byung-Ki +1
School of Electrical Engineering, KAIST · Dept. of Electrical Engineering, POSTECH · Grad. School of Artificial Intelligence, POSTECH +1
3D Gaussian Splatting (3DGS) has recently emerged as a powerful explicit representation enabling fast, high-fidelity rendering, making it a promising foundation for closed-loop simulators and perception models in autonomous driving. However, conventional 3DGS implicitly assumes consistent exposure and tone mapping across views. Real driving data violates this assumption due to heterogeneous camera pipelines and dynamic outdoor illumination, baking exposure discrepancies and sensor noise into the radiance field and producing artifacts and inconsistent illumination especially in static backgrounds crucial for realistic simulation. These issues are amplified in autonomous driving, where sparse viewpoints, varying exposures, and outdoor lighting interact, while prior work mainly targets dynamic-object reconstruction and overlooks cross-view photometric consistency. To address this limitation, we introduce P2GS, a physically consistent Gaussian Splatting framework that jointly decomposes a view-invariant linear HDR radiance field, per-view exposure scales, and tone-mapping functions from only LDR images without HDR supervision. P2GS employs a unified optimization strategy grounded in the physical image-formation process, enforcing relative-exposure consistency and HDR-domain radiance regularization. This yields a radiance field robust to inter-camera illumination differences while preserving the real-time efficiency of standard 3DGS. Experiments across real and simulated driving environments show that P2GS matches or surpasses prior methods in LDR reconstruction while providing substantially improved photometric consistency, reliable exposure normalization, and physically coherent illumination across diverse scenes.
Kota Shimomura, Hidehisa Arai, Tsubasa Takahashi +2