# High Dynamic Range 3D Gaussian Splatting via Luminance-Chromaticity Decomposition

arXiv: https://arxiv.org/abs/2511.12895 · HTML: https://mlsanity.com/paper/2511.12895/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 33 of its 54 references that are in the map.
- First posted on arXiv 17 Nov 2025.

## Builds on (most cited first, 30 of 33)

- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [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)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (2023)
- [NeRV: Neural Reflectance and Visibility Fields for Relighting and View Synthesis](https://mlsanity.com/paper/2012.03927/) (2020)
- [NeRD: Neural Reflectance Decomposition from Image Collections](https://mlsanity.com/paper/2012.03918/) (2020)
- [NeRF in the Dark: High Dynamic Range View Synthesis from Noisy Raw Images](https://mlsanity.com/paper/2111.13679/) (2021)
- [GS-IR: 3D Gaussian Splatting for Inverse Rendering](https://mlsanity.com/paper/2311.16473/) (2023)
- [Global Structure-from-Motion Revisited](https://mlsanity.com/paper/2407.20219/) (2024)
- [GaussianPro: 3D Gaussian Splatting with Progressive Propagation](https://mlsanity.com/paper/2402.14650/) (2024)
- [COLMAP-Free 3D Gaussian Splatting](https://mlsanity.com/paper/2312.07504/) (2023)
- [WildGaussians: 3D Gaussian Splatting in the Wild](https://mlsanity.com/paper/2407.08447/) (2024)
- [HDR-NeRF: High Dynamic Range Neural Radiance Fields](https://mlsanity.com/paper/2111.14451/) (2021)
- [NeRF for Outdoor Scene Relighting](https://mlsanity.com/paper/2112.05140/) (2021)
- [GIR: 3D Gaussian Inverse Rendering for Relightable Scene Factorization](https://mlsanity.com/paper/2312.05133/) (2023)
- [AbsGS: Recovering Fine Details for 3D Gaussian Splatting](https://mlsanity.com/paper/2404.10484/) (2024)
- [IntrinsicNeRF: Learning Intrinsic Neural Radiance Fields for Editable Novel View Synthesis](https://mlsanity.com/paper/2210.00647/) (2022)
- [Gaussian Splatting: 3D Reconstruction and Novel View Synthesis, a Review](https://mlsanity.com/paper/2405.03417/) (2024)
- [HDR-GS: Efficient High Dynamic Range Novel View Synthesis at 1000x Speed via Gaussian Splatting](https://mlsanity.com/paper/2405.15125/) (2024)
- [Lighting Every Darkness with 3DGS: Fast Training and Real-Time Rendering for HDR View Synthesis](https://mlsanity.com/paper/2406.06216/) (2024)
- [Luminance-GS: Adapting 3D Gaussian Splatting to Challenging Lighting Conditions with View-Adaptive Curve Adjustment](https://mlsanity.com/paper/2504.01503/) (2025)
- [SVG-IR: Spatially-Varying Gaussian Splatting for Inverse Rendering](https://mlsanity.com/paper/2504.06815/) (2025)
- [HDRSplat: Gaussian Splatting for High Dynamic Range 3D Scene Reconstruction from Raw Images](https://mlsanity.com/paper/2407.16503/) (2024)
- [GS-ID: Illumination Decomposition on Gaussian Splatting via Adaptive Light Aggregation and Diffusion-Guided Material Priors](https://mlsanity.com/paper/2408.08524/) (2024)
- [GUS-IR: Gaussian Splatting with Unified Shading for Inverse Rendering](https://mlsanity.com/paper/2411.07478/) (2024)
- [GaussHDR: High Dynamic Range Gaussian Splatting via Learning Unified 3D and 2D Local Tone Mapping](https://mlsanity.com/paper/2503.10143/) (2025)
- [3D Gaussian Inverse Rendering with Approximated Global Illumination](https://mlsanity.com/paper/2504.01358/) (2025)
- [SpikeNeRF: Learning Neural Radiance Fields from Continuous Spike Stream](https://mlsanity.com/paper/2403.11222/) (2024)

## Built on by (most cited first, 1 of 1)

- [What Builds the Scene? Luminance Dominates Geometry Formation in 3D Gaussian Splatting](https://mlsanity.com/paper/2610.00749/) (2026)

## Abstract (arXiv)

High Dynamic Range (HDR) 3D reconstruction is pivotal for professional content creation in filmmaking and virtual production. Existing methods typically rely on multi-exposure Low Dynamic Range (LDR) supervision to constrain the learning process within vast brightness spaces, resulting in complex, dual-branch architectures. This work explores the feasibility of learning HDR 3D models exclusively in the HDR data space to simplify model design. By analyzing 3D Gaussian Splatting (3DGS) for HDR imagery, we reveal that its failure stems from the limited capacity of Spherical Harmonics (SHs) to capture extreme radiance variations across views, often biasing towards high-radiance observations and underfitting. While increasing the maximum SH degree improves training fitting, it leads to severe overfitting and excessive parameter overhead. To address this, we propose textitLuminance--Chromaticity Decomposition Gaussian Splatting (LCD-GS). By decoupling luminance and chromaticity into independent parameters, LCD-GS significantly enhances learning flexibility with minimal parameter increase (textite.g., one extra scalar per primitive). Notably, LCD-GS maintains the original training and inference pipeline, requiring only a change in color representation. This explicit decomposition naturally enables primitive-level local and global luminance editing during inference. Extensive experiments on synthetic and real datasets demonstrate that LCD-GS consistently outperforms state-of-the-art methods in reconstruction fidelity and dynamic-range preservation even with a simpler, more efficient architecture, providing an elegant paradigm for professional-grade HDR 3D modeling. Code and datasets will be released.
