# P2GS: Physical Prior-guided Gaussian Splatting for Photometrically Consistent Urban Reconstruction

arXiv: https://arxiv.org/abs/2605.16925 · HTML: https://mlsanity.com/paper/2605.16925/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 24 of its 26 references that are in the map.
- First posted on arXiv 16 May 2026.

## Builds on (most cited first, 24 of 24)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Scalability in Perception for Autonomous Driving: Waymo Open Dataset](https://mlsanity.com/paper/1912.04838/) (2019)
- [CARLA: An Open Urban Driving Simulator](https://mlsanity.com/paper/1711.03938/) (2017)
- [DrivingGaussian: Composite Gaussian Splatting for Surrounding Dynamic Autonomous Driving Scenes](https://mlsanity.com/paper/2312.07920/) (2023)
- [NAVSIM: Data-Driven Non-Reactive Autonomous Vehicle Simulation and Benchmarking](https://mlsanity.com/paper/2406.15349/) (2024)
- [Street Gaussians: Modeling Dynamic Urban Scenes with Gaussian Splatting](https://mlsanity.com/paper/2401.01339/) (2024)
- [OmniRe: Omni Urban Scene Reconstruction](https://mlsanity.com/paper/2408.16760/) (2024)
- [Difix3D+: Improving 3D Reconstructions with Single-Step Diffusion Models](https://mlsanity.com/paper/2503.01774/) (2025)
- [Pseudo-Simulation for Autonomous Driving](https://mlsanity.com/paper/2506.04218/) (2025)
- [Periodic Vibration Gaussian: Dynamic Urban Scene Reconstruction and Real-time Rendering](https://mlsanity.com/paper/2311.18561/) (2023)
- [HUGS: Holistic Urban 3D Scene Understanding via Gaussian Splatting](https://mlsanity.com/paper/2403.12722/) (2024)
- [Hallucinated Neural Radiance Fields in the Wild](https://mlsanity.com/paper/2111.15246/) (2021)
- [Editable Scene Simulation for Autonomous Driving via Collaborative LLM-Agents](https://mlsanity.com/paper/2402.05746/) (2024)
- [HUGSIM: A Real-Time, Photo-Realistic and Closed-Loop Simulator for Autonomous Driving](https://mlsanity.com/paper/2412.01718/) (2024)
- [DeSiRe-GS: 4D Street Gaussians for Static-Dynamic Decomposition and Surface Reconstruction for Urban Driving Scenes](https://mlsanity.com/paper/2411.11921/) (2024)
- [Lighting up NeRF via Unsupervised Decomposition and Enhancement](https://mlsanity.com/paper/2307.10664/) (2023)
- [Aleth-NeRF: Illumination Adaptive NeRF with Concealing Field Assumption](https://mlsanity.com/paper/2312.09093/) (2023)
- [HDR-GS: Efficient High Dynamic Range Novel View Synthesis at 1000x Speed via Gaussian Splatting](https://mlsanity.com/paper/2405.15125/) (2024)
- [Bilateral Guided Radiance Field Processing](https://mlsanity.com/paper/2406.00448/) (2024)
- [Luminance-GS: Adapting 3D Gaussian Splatting to Challenging Lighting Conditions with View-Adaptive Curve Adjustment](https://mlsanity.com/paper/2504.01503/) (2025)
- [MTGS: Multi-Traversal Gaussian Splatting](https://mlsanity.com/paper/2503.12552/) (2025)
- [GaussHDR: High Dynamic Range Gaussian Splatting via Learning Unified 3D and 2D Local Tone Mapping](https://mlsanity.com/paper/2503.10143/) (2025)
- [Discovering an Image-Adaptive Coordinate System for Photography Processing](https://mlsanity.com/paper/2501.06448/) (2025)
- [SeHDR: Single-Exposure HDR Novel View Synthesis via 3D Gaussian Bracketing](https://mlsanity.com/paper/2509.20400/) (2025)

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

- [EvenSplat: Coupled 2D-3D Decomposition for Gaussian Splatting under Exposure and Illumination Variation](https://mlsanity.com/paper/2610.01876/) (2026)

## Abstract (arXiv)

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.
