Single-exposure high dynamic range (HDR) novel view synthesis (NVS) recovers HDR scenes from low dynamic range (LDR) views captured at a single exposure and estimates camera response function (CRF) for LDR re-exposure. Without HDR ground-truth, using single-exposure LDR views as the sole source of direct supervision underconstrains HDR reconstruction and cannot ensure its faithful recovery, motivating the need for learned LDR-to-HDR reconstruction priors. Moreover, single-exposure LDR views supervise CRF only over a limited range, necessitating a learnable prior for reliable re-exposure beyond it. We propose PriorGS, a 3D Gaussian Splatting framework that addresses both challenges by (1) guiding HDR recovery with pseudo-HDR supervision from 2D single-exposure HDR reconstruction methods while anchoring it to input LDR views through a closed reconstruction loop; and (2) regularizing CRF modeling with a learnable prior that guarantees monotonicity and promotes plausible responses. Yet cross-view inconsistencies in independently generated pseudo-HDR targets impair scene reconstruction when HDR is encoded directly as Gaussian's color attribute. We therefore introduce a 3D base-gain HDR representation that factors HDR radiance into an LDR base and an overlaid 3D gain field, promoting robustness to such inconsistencies and enabling 3D HDR appearance editing. Extensive experiments demonstrate PriorGS's substantial superiority over baselines.
Figures & tables
Figure 1: Given the same single-exposure inputs, methods lacking learned LDR-to-HDR priors reconstruct the LDR novel view faithfully but fail at HDR radiance recovery. We leverage this prior to recover radiance much closer to the GT. HDR results are tone-mapped identically for visualization.
Figure 2: ( top row ) Cross-view inconsistencies in pseudo-HDR targets ( bottom row ) produce severe artifacts w/ direct HDR encoding, while our base–gain representation promotes robustness to such inconsistencies.
Figure 3: Overview of PriorGS . Given single-exposure multi-view LDR captures of a scene, we reconstruct the 3D HDR scene as an LDR base extended by a 3D gain field. Input views supervise the LDR base, while pseudo-HDR targets generated by a 2D single-exposure HDR reconstruction model impose LDR-to-HDR prior on HDR recovery. We then re-expose the HDR view by a prior-constrained learnable CRF to match the same input view, which closes the reconstruction loop.
Method
HDR-NeRF-Real – LDR
HDR-Plenoxels-Real – LDR
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
HDR-GS
11.10
0.5212
0.370
4.70
0.2799
0.456
GaussHDR
16.28
0.7849
0.176
17.73
0.7141
0.197
Mono-HDR-GS
11.43
0.6627
0.301
9.79
0.5570
0.389
SeHDR
13.75
0.6991
0.182
14.21
0.6644
0.232
PriorGS (Ours)
24.31
0.9248
0.064
23.00
0.9021
0.092
Table 1: Quantitative results of ( top half ) re-exposed LDR-NVS on real scenes of HDR-NeRF and HDR-Plenoxels datasets and ( bottom half ) HDR-NVS and re-exposed LDR-NVS on synthetic scenes of HDR-NeRF dataset. red and yellow denote the best and second-best results, respectively.
Figure 4: Qualitative HDR-NVS results given low- ( Δt1 ), medium- ( Δt3 ), and high-exposure ( Δt5 ) inputs across ( top half ) synthetic and ( bottom half ) real scenes. PriorGS substantially outperforms all baselines in high-fidelity HDR reconstruction across all scenes and exposure settings.
Figure 5: Qualitative re-exposed LDR-NVS results across scenes for three input → output exposure setups: ( top row ) Δt1→Δt5 , ( middle row ) Δt3→Δt1 , ( bottom row ) Δt5→Δt3 . PriorGS consistently outperforms all baselines in novel-view LDR re-exposure at unseen exposures.
Figure 6: View-consistent 3D HDR appearance editing via gain field scaling with ρ . We sweep ρ and show an HDR view at a low-exposure ( top row ) and after a fixed tone-mapping ( bottom row ). Increasing ρ expands dynamic range (DR) and enhances HDR appearance and chromatic contrast.
(ID) Description
HDR-NeRF-Real – LDR
HDR-Plenoxels-Real – LDR
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
(a) Remove LDR-to-HDR prior
18.39
0.8503
0.099
15.00
0.7881
0.141
(b) Remove reconstruction loop
23.52
0.9180
0.073
22.97
0.9010
0.099
(c) Base-Gain → direct encoding
22.71
0.8981
0.105
15.05
0.6860
0.251
(d) Gain Field →MLP(c,μ,d)
24.44
0.9238
0.066
22.64
0.8979
0.093
(e) Gain Field →MLP(c)
24.28
0.9268
0.066
22.07
0.8732
0.111
Table 2: Ablations on re-exposed LDR-NVS on real scenes of HDR-NeRF and HDR-Plenoxels, with best and second-best results denoted by red and yellow . x→y denotes replacing x with y .
Figure 7: Ablations on HDR views for ( top left ) removing LDR-to-HDR prior; ( bottom left ) removing reconstruction loop; and replacing our base-gain HDR encoding by ( top right ) two MLP variants or ( bottom right ) direct HDR encoding. All ablations degrade HDR reconstruction quality.
Appendix figures & tables16 assets
Supplementary material from the paper’s appendix.
Appendix
Figure 8: Representational capacity of our proposed CRF model on the DoRF database. (a) the 201 DoRF response curves. (b) the independently fitted responses of our CRF. All curves are displayed using a logarithmic irradiance axis; the zero-irradiance samples are included during fitting but omitted from the visualization.
Method
HDR-NeRF-Real – LDR
HDR-Plenoxels-Real – LDR
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
GaussHDR
16.28
0.7849
0.176
17.73
0.7141
0.197
SeHDR
13.75
0.6991
0.182
14.21
0.6644
0.232
PriorGS + DeepHDR
20.38
0.8604
0.085
18.43
0.8111
0.115
PriorGS + ExpandNet
21.18
0.8771
0.094
21.23
0.8624
0.100
PriorGS + GMNet
19.36
0.8482
0.095
16.94
0.7887
0.126
Appendix
Table 3: PriorGS’s performance after integration with different 2D HDR reconstruction methods on ( top half ) re-exposed LDR-NVS on real scenes of HDR-NeRF and HDR-Plenoxels datasets and ( bottom half ) HDR-NVS and re-exposed LDR-NVS on synthetic scenes of HDR-NeRF dataset. red and yellow denote the best and second-best results, respectively.
Method
HDR-NeRF-Real – LDR
HDR-Plenoxels-Real – LDR
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
HDR-GS
35.24
0.9667
0.0198
30.43
0.9428
0.0492
GaussHDR
34.42
0.9662
0.0366
30.54
0.9447
0.0500
Mono-HDR-GS
35.65
0.9656
0.0172
31.02
0.9465
0.0464
SeHDR
30.08
0.9632
0.0346
21.77
0.9037
0.1157
PriorGS (ours)
36.10
0.9700
0.0158
31.71
0.9482
0.0439
Appendix
Table 4: Quantitative results on LDR-NVS at the training exposure on real scenes of HDR-NeRF and HDR-Plenoxels datasets. red and yellow denote the best and second-best results, respectively.
Method
HDR-NeRF-Syn – LDR
PSNR ↑
SSIM ↑
LPIPS ↓
HDR-GS
41.56
0.9825
0.0088
GaussHDR
40.90
0.9795
0.0154
Mono-HDR-GS
41.80
0.9828
0.0083
SeHDR
32.53
0.9768
0.0199
PriorGS (ours)
41.77
0.9836
0.0087
Appendix
Table 5: Quantitative results on LDR-NVS at the training exposure on synthetic scenes of HDR-NeRF dataset. red and yellow denote the best and second-best results, respectively.
Method
HDR-NeRF-Real – LDR
HDR-Plenoxels-Real – LDR
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
GaussHDR †
22.76
0.8739
0.128
21.03
0.8635
0.115
GaussHDR
16.28
0.7849
0.176
17.73
0.7141
0.197
PriorGS (Ours)
24.31
0.9248
0.064
23.00
0.9021
0.092
Method
HDR-NeRF-Syn – HDR
HDR-NeRF-Syn – LDR
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Appendix
Table 6: Quantitative comparison of PriorGS vs. the 3DGS ( Kerbl et al., 2023 ) and Scaffold-GS † ( Lu et al., 2024 ) variants of GaussHDR ( Liu et al., 2025 ) for ( top half ) re-exposed LDR-NVS on real scenes of HDR-NeRF and HDR-Plenoxels datasets and ( bottom half ) HDR-NVS and re-exposed LDR-NVS on synthetic scenes of HDR-NeRF dataset. red and yellow denote the best and second-best results, respectively.
Figure 9: Further qualitative HDR-NVS results given low- ( Δt1 ), medium- ( Δt3 ), and high-exposure ( Δt5 ) inputs across ( top half ) synthetic and ( bottom half ) real scenes.
Figure 10: Further qualitative re-exposed LDR-NVS results. Using single-exposure LDR views for training, we render a novel view at all five exposures, including the training exposure. The training exposure is ( top half ) Δt3 for a synthetic scene and ( bottom half ) Δt2 for a real scene.
Figure 11: Learned MLP-based and Prior-Constrained CRF curves and novel-view LDR re-exposures. Both CRFs faithfully reproduce the LDR view at training exposure, where target intensities fall within their CRFs’ supervised range. Beyond this range, MLP-based CRF curve exhibits RGB divergence, early saturation, and nonmonotonic behavior, resulting in poor rendering at test exposure that involves mapping to CRF’s unsupervised range. Our prior-constrained CRF maintains a plausible, monotonic response in this range, producing more faithful test-exposure renderings.
Figure 12: Changes in an HDR view’s log-luminance histogram by varying ρ from 0.5 to 1.5 when ρ scales (a) 3D HDR radiance and (b) the 3D gain field. Increasing ρ for 3D HDR radiance scaling only shifts the histogram (equivalent to an exposure shift) and leaves the dynamic range (DR) unchanged. For 3D gain-field scaling, it instead changes the histogram and substantially expands the DR.
Figure 13: Further example of 3D HDR appearance editing via gain field scaling with ρ . We sweep ρ and show an HDR view at a low-exposure ( top row ) and after a fixed tone-mapping ( bottom row ). Increasing ρ expands dynamic range (DR) and enhances HDR appearance and chromatic contrast. Since ρ operates directly on 3D Gaussians, the edits are inherently view-consistent.
Figure 14: Localized 3D HDR appearance editing by adjusting ρ for a manually selected subset of 3D Gaussians across three scenes: ( top ) brightening the region beneath a shelf, ( middle ) dimming an overly bright book, and ( bottom ) enhancing a color checker’s vividness. We show before-and-after 2D visualizations of the 3D gain field and HDR renderings from two viewpoints, displayed at a selected exposure. As ρ operates directly in 3D, the edits are inherently view-consistent.
Figure 15: Further qualitative ablations on HDR views for ( left ) removing LDR-to-HDR reconstruction priors and ( right ) disabling the reconstruction loop. Removing the LDR-to-HDR reconstruction prior results in inaccurate HDR radiance recovery, while disabling the reconstruction loop degrades HDR reconstruction quality. All HDR views are tone-mapped identically for visualization.
Figure 16: Further qualitative comparison (ablation) of our base-gain HDR representation against direct HDR encoding. ( top row ) Cross-view inconsistencies in pseudo-HDR targets ( bottom row ) produce severe artifacts with direct HDR encoding, while our base–gain representation promotes robustness to such inconsistencies and achieves higher quality HDR reconstruction.
Figure 17: Further qualitative ablations on HDR views for replacing our gain field with two MLP variants: one predicts each Gaussian’s HDR radiance from its LDR-base color c alone; the other also uses position μ and direction d . Our base-gain representation outperforms both MLP variants in reconstructing high-frequency details in regions with challenging lighting.
Figure 18: Qualitative ablations on LDR views for replacing our proposed CRF with MLPs in 2D and 3D and with fixed gamma CRF. All configurations reproduce the training exposure, yet our CRF achieves much higher reconstruction fidelity at the test exposure.
Figure 19: Qualitative ablation of LDR-base supervision on HDR views. Removing this supervision severely impairs scene reconstruction, causing failure in texture recovery all across the scene.