A Study on the Use of High Dynamic Range Imaging for Gaussian Splatting Methods: Are 8 bits Enough?
dc.contributor.author | Piras, Valentina | en_US |
dc.contributor.author | Bonatti, Amedeo Franco | en_US |
dc.contributor.author | Maria, Carmelo De | en_US |
dc.contributor.author | Cignoni, Paolo | en_US |
dc.contributor.author | Banterle, Francesco | en_US |
dc.contributor.editor | Caputo, Ariel | en_US |
dc.contributor.editor | Garro, Valeria | en_US |
dc.contributor.editor | Giachetti, Andrea | en_US |
dc.contributor.editor | Castellani, Umberto | en_US |
dc.contributor.editor | Dulecha, Tinsae Gebrechristos | en_US |
dc.date.accessioned | 2024-11-11T12:48:21Z | |
dc.date.available | 2024-11-11T12:48:21Z | |
dc.date.issued | 2024 | |
dc.description.abstract | The recent rise of Neural Radiance Fields (NeRFs)-like methods has revolutionized high-fidelity scene reconstruction, with 3D Gaussian Splatting (3DGS) standing out for its ability to generate photorealistic images while maintaining fast, efficient rendering. 3DGS delivers high-fidelity representations of complex scenes at any scale (from very small objects to entire cities), accurately capturing geometry, materials, and lighting, while meeting the need for fast and efficient rendering-crucial for applications requiring real-time performance. Although High Dynamic Range (HDR) technology, which enables the capture of comprehensive real-world lighting information, has been used in novel view synthesis, several questions remain unanswered. For example, does HDR improve the overall quality of reconstruction? Are 8 bits enough? Can tone mapped images be a balanced compromise regarding quality and details? To answer such questions, in this work, we study the application of HDR technology on the 3DGS method for acquiring real-world scenes. | en_US |
dc.description.sectionheaders | Rendering | |
dc.description.seriesinformation | Smart Tools and Applications in Graphics - Eurographics Italian Chapter Conference | |
dc.identifier.doi | 10.2312/stag.20241341 | |
dc.identifier.isbn | 978-3-03868-265-3 | |
dc.identifier.issn | 2617-4855 | |
dc.identifier.pages | 10 pages | |
dc.identifier.uri | https://doi.org/10.2312/stag.20241341 | |
dc.identifier.uri | https://diglib.eg.org/handle/10.2312/stag20241341 | |
dc.publisher | The Eurographics Association | en_US |
dc.rights | Attribution 4.0 International License | |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | |
dc.subject | CCS Concepts: Computing methodologies → Rendering; Computational photography; Reconstruction | |
dc.subject | Computing methodologies → Rendering | |
dc.subject | Computational photography | |
dc.subject | Reconstruction | |
dc.title | A Study on the Use of High Dynamic Range Imaging for Gaussian Splatting Methods: Are 8 bits Enough? | en_US |
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