๐ค AI Summary
This work addresses the problem of reconstructing 4D high-dynamic-range (HDR) scenes from unposed, monocular, alternating-exposure low-dynamic-range (LDR) video sequences. We propose the first renderable 4D HDR scene reconstruction method based on a Gaussian splatting representation, featuring a two-stage optimization framework: geometric and HDR radiance initialization in an orthographic camera coordinate space, followed by joint refinement in the world coordinate system. To ensure temporal coherence and stability in HDR rendering, we introduce a time-aware brightness regularization term. Our key contribution is the first monocular video-based 4D HDR Gaussian reconstruction without requiring pose priorsโenabling robust novel-view synthesis for dynamic scenes. Evaluated on a newly established HDR dynamic benchmark, our method achieves significant improvements over state-of-the-art approaches in rendering accuracy, temporal consistency, and inference speed.
๐ 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.