Summary
The paper LE3D proposes training a 3DGS representation with raw images, instead of preprocessed LDR images. This allows more accurate scene recovery in low-light environments and unlocks applications such as HDR rendering or refocusing. While there has been prior work on training neural scene representations with raw images (notably RawNeRF), this work specifically proposes to use a 3DGS representation which allows real-time rendering. To facilitate training a 3DGS representation with raw images, they make several contributions:
1) Cone Scattering Initialization - a method to "densify" the Gaussian initialization to overcome inaccuracies in SFM
2) Replacing the SH in 3DGS with a colour MLP
3) Introducing space carving losses for better geometry recovery (for downstream tasks)
Strengths
Originality & Significance: I like that the paper brings several of the contributions in the NeRF literature to 3DGS, specifically I like the problem being attempted in the paper, I think HDR rendering and training with raw images is an important problem and it is timely to attempt this problem using a 3DGS representation. Losses such as the distortion loss from MipNeRF360 are widely used in the NeRF literature and I think it's valuable to have an implementation of them in the 3DGS context. Not a significant research contribution, but I also really liked the interactive viewer in the supplement, I think it would be fun to play around with the demo and see the weaknesses of the method.
Quality: I think the authors are fairly open about the limitations, for example mentioning NeRF-based methods obtain superior sRGB metrics.
Clarity: Paper is well organized.
Weaknesses
Originality: I think although useful, the contribution of the work isn't huge, from Table 1, we can see RawNeRF + GS performs quite well already. I also believe the Related Works section is a bit sparse, there has been a lot of work on low-light image enhancement with NeRF, which I think is relevant (even though it's not about HDR rendering), see a couple below:
1) Lighting up NeRF via Unsupervised Decomposition and Enhancement, ICCV 2023 - method for training NeRFs with sRGB images taken in the dark
2) Aleth-NeRF: Illumination Adaptive NeRF with Concealing Field Assumption, AAAI 2024 - method for training NeRFs with sRGB images taken in over/under-exposed scenarios
Quality: This is my biggest gripe with the work, some of the contributions are included without significant reasoning. Most importantly:
1) The authors introduce the CSI and say it helps due to the misalignments in the SFM estimation. However, I don't think this claim is sufficiently well-proven. Perhaps a denser initialization helps even in cases with perfect cameras?
2) The authors do not justify including the colour MLP, apart from saying it performs better than just using the SH (due to the linear scaling). I think this point is specifically important since I think the MLP is making the method 1.7 times slower in rendering (looking at Table 1).
For 1) I am sympathetic to the authors that this might be hard to justify, but I think 2) should be addressed (see also questions).
Clarity: There are quite a few typos/grammatical errors, I list just a few below, but I would implore the authors to use a spell check throughout the text:
L38: to the 3D world
L170: fed
L173: set
Questions
1) Have the authors tried just increasing the rate of the Gaussian splitting instead of CSI? Have they tried anything else apart from CSI for the gaussian density problem?
2) Have the authors tried other strategies apart from a colour MLP? Perhaps the SH are also somehow introducing some bounds/weird gradient updates. Here's a thought: in NeRF if you bound your radiance when it shouldn't be, your density would also become heavily affected by the radiance (as it seems is happening in your case without the colour MLP), perhaps it could be something similar going on? How different is the per channel scaling behaving with/without the colour MLP?