# Photoreal Scene Reconstruction from an Egocentric Device

arXiv: https://arxiv.org/abs/2506.04444 · HTML: https://mlsanity.com/paper/2506.04444/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 21 of its 44 references that are in the map.
- First posted on arXiv 4 Jun 2025.

## Builds on (most cited first, 21 of 21)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [Local Light Field Fusion: Practical View Synthesis with Prescriptive Sampling Guidelines](https://mlsanity.com/paper/1905.00889/) (2019)
- [Noise2Noise: Learning Image Restoration without Clean Data](https://mlsanity.com/paper/1803.04189/) (2018)
- [Learning to See in the Dark](https://mlsanity.com/paper/1805.01934/) (2018)
- [NeRF in the Dark: High Dynamic Range View Synthesis from Noisy Raw Images](https://mlsanity.com/paper/2111.13679/) (2021)
- [gsplat: An Open-Source Library for Gaussian Splatting](https://mlsanity.com/paper/2409.06765/) (2024)
- [Gaussian Opacity Fields: Efficient Adaptive Surface Reconstruction in Unbounded Scenes](https://mlsanity.com/paper/2404.10772/) (2024)
- [Deblur-NeRF: Neural Radiance Fields from Blurry Images](https://mlsanity.com/paper/2111.14292/) (2021)
- [3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes](https://mlsanity.com/paper/2407.07090/) (2024)
- [BAD-Gaussians: Bundle Adjusted Deblur Gaussian Splatting](https://mlsanity.com/paper/2403.11831/) (2024)
- [Estimating Body and Hand Motion in an Ego-sensed World](https://mlsanity.com/paper/2410.03665/) (2024)
- [EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis](https://mlsanity.com/paper/2410.01804/) (2024)
- [Don't Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Media](https://mlsanity.com/paper/2405.15425/) (2024)
- [Gaussian Splatting on the Move: Blur and Rolling Shutter Compensation for Natural Camera Motion](https://mlsanity.com/paper/2403.13327/) (2024)
- [Spatial Cognition from Egocentric Video: Out of Sight, Not Out of Mind](https://mlsanity.com/paper/2404.05072/) (2024)
- [EFM3D: A Benchmark for Measuring Progress Towards 3D Egocentric Foundation Models](https://mlsanity.com/paper/2406.10224/) (2024)
- [HDRSplat: Gaussian Splatting for High Dynamic Range 3D Scene Reconstruction from Raw Images](https://mlsanity.com/paper/2407.16503/) (2024)
- [RS-NeRF: Neural Radiance Fields from Rolling Shutter Images](https://mlsanity.com/paper/2407.10267/) (2024)

## Built on by (most cited first, 2 of 2)

- [Reconstructing 4D Spatial Intelligence: A Survey](https://mlsanity.com/paper/2507.21045/) (2025)
- [FlowHOI: Flow-based Semantics-Grounded Generation of Hand-Object Interactions for Dexterous Robot Manipulation](https://mlsanity.com/paper/2602.13444/) (2026)

## Abstract (arXiv)

In this paper, we investigate the challenges associated with using egocentric devices to photorealistic reconstruct the scene in high dynamic range. Existing methodologies typically assume using frame-rate 6DoF pose estimated from the device's visual-inertial odometry system, which may neglect crucial details necessary for pixel-accurate reconstruction. This study presents two significant findings. Firstly, in contrast to mainstream work treating RGB camera as global shutter frame-rate camera, we emphasize the importance of employing visual-inertial bundle adjustment (VIBA) to calibrate the precise timestamps and movement of the rolling shutter RGB sensing camera in a high frequency trajectory format, which ensures an accurate calibration of the physical properties of the rolling-shutter camera. Secondly, we incorporate a physical image formation model based into Gaussian Splatting, which effectively addresses the sensor characteristics, including the rolling-shutter effect of RGB cameras and the dynamic ranges measured by sensors. Our proposed formulation is applicable to the widely-used variants of Gaussian Splats representation. We conduct a comprehensive evaluation of our pipeline using the open-source Project Aria device under diverse indoor and outdoor lighting conditions, and further validate it on a Meta Quest3 device. Across all experiments, we observe a consistent visual enhancement of +1 dB in PSNR by incorporating VIBA, with an additional +1 dB achieved through our proposed image formation model. Our complete implementation, evaluation datasets, and recording profile are available at http://www.projectaria.com/photoreal-reconstruction/
