Existing works on Binary Neural Network (BNN) mainly focus on model's weights and activations while discarding considerations on the input raw data. This article introduces Generic Learned Thermometer (GLT), an encoding technique to improve input data representation for BNN, relying on learning non linear quantization thresholds. This technique consists in multiple data binarizations which can advantageously replace a conventional Analog to Digital Conversion (ADC) that uses natural binary coding. Additionally, we jointly propose a compact topology with light-weight grouped convolutions being trained thanks to block pruning and Knowledge Distillation (KD), aiming at reducing furthermore the model size so as its computational complexity. We show that GLT brings versatility to the BNN by intrinsically performing global tone mapping, enabling significant accuracy gains in practice (demonstrated by simulations on the STL-10 and VWW datasets). Moreover, when combining GLT with our proposed block-pruning technique, we successfully achieve lightweight (under 1Mb), fully-binarized models with limited accuracy degradation while being suitable for in-sensor always-on inference use cases.
High-Dynamic-Range Wide-Color-Gamut (HDR-WCG) technology is becoming increasingly prevalent, intensifying the demand for converting Standard Dynamic Range (SDR) content to HDR. Existing methods primarily rely on fixed tone mapping operators, which are inadequate for handling SDR inputs with diverse styles commonly found in real-world scenarios. To address this challenge, we propose a generalized SDR-to-HDR method that handles diverse styles in real-world SDR content, termed Realistic Style Disentangled Representation Learning (RealRep). By disentangling luminance and chrominance, we analyze the intrinsic differences between contents with varying styles and propose a disentangled multi-view style representation learning method. This approach captures the guidance prior of true luminance and chrominance distributions across different styles, even when the SDR style distributions exhibit significant variations, thereby establishing a robust embedding space for inverse tone mapping. Motivated by the difficulty of directly utilizing degradation representation priors, we further introduce the Degradation-Domain Aware Controlled Mapping Network (DDACMNet), a two-stage framework that performs adaptive hierarchical mapping guided by a control-aware normalization mechanism. DDACMNet dynamically modulates the mapping process via degradation-conditioned hierarchical features, enabling robust adaptation across diverse degradation domains. Extensive experiments show that RealRep consistently outperforms state-of-the-art methods with superior generalization and perceptually faithful HDR color gamut reconstruction.
Deep neural networks (DNNs) have recently become the leading method for low-light image enhancement (LLIE). However, despite significant progress, their outputs may still exhibit issues such as amplified noise, incorrect white balance, or unnatural enhancements when deployed in real world applications. A key challenge is the lack of diverse, large scale training data that captures the complexities of low-light conditions and imaging pipelines. In this paper, we propose a novel image signal processing (ISP) driven data synthesis pipeline that addresses these challenges by generating unlimited paired training data. Specifically, our pipeline begins with easily collected high-quality normal-light images, which are first unprocessed into the RAW format using a reverse ISP. We then synthesize low-light degradations directly in the RAW domain. The resulting data is subsequently processed through a series of ISP stages, including white balance adjustment, color space conversion, tone mapping, and gamma correction, with controlled variations introduced at each stage. This broadens the degradation space and enhances the diversity of the training data, enabling the generated data to capture a wide range of degradations and the complexities inherent in the ISP pipeline. To demonstrate the effectiveness of our synthetic pipeline, we conduct extensive experiments using a vanilla UNet model consisting solely of convolutional layers, group normalization, GeLU activation, and convolutional block attention modules (CBAMs). Extensive testing across multiple datasets reveals that the vanilla UNet model trained with our data synthesis pipeline delivers high fidelity, visually appealing enhancement results, surpassing state-of-the-art (SOTA) methods both quantitatively and qualitatively.
Accurate geometric surface reconstruction, providing essential environmental information for navigation and manipulation tasks, is critical for enabling robotic self-exploration and interaction. Recently, 3D Gaussian Splatting (3DGS) has gained significant attention in the field of surface reconstruction due to its impressive geometric quality and computational efficiency. While recent relevant advancements in novel view synthesis under inconsistent illumination using 3DGS have shown promise, the challenge of robust surface reconstruction under such conditions is still being explored. To address this challenge, we propose a method called GS-3I. Specifically, to mitigate 3D Gaussian optimization bias caused by underexposed regions in single-view images, based on Convolutional Neural Network (CNN), a tone mapping correction framework is introduced. Furthermore, inconsistent lighting across multi-view images, resulting from variations in camera settings and complex scene illumination, often leads to geometric constraint mismatches and deviations in the reconstructed surface. To overcome this, we propose a normal compensation mechanism that integrates reference normals extracted from single-view image with normals computed from multi-view observations to effectively constrain geometric inconsistencies. Extensive experimental evaluations demonstrate that GS-3I can achieve robust and accurate surface reconstruction across complex illumination scenarios, highlighting its effectiveness and versatility in this critical challenge. https://github.com/TFwang-9527/GS-3I
High dynamic range (HDR) novel view synthesis (NVS) aims to reconstruct HDR scenes by leveraging multi-view low dynamic range (LDR) images captured at different exposure levels. Current training paradigms with 3D tone mapping often result in unstable HDR reconstruction, while training with 2D tone mapping reduces the model's capacity to fit LDR images. Additionally, the global tone mapper used in existing methods can impede the learning of both HDR and LDR representations. To address these challenges, we present GaussHDR, which unifies 3D and 2D local tone mapping through 3D Gaussian splatting. Specifically, we design a residual local tone mapper for both 3D and 2D tone mapping that accepts an additional context feature as input. We then propose combining the dual LDR rendering results from both 3D and 2D local tone mapping at the loss level. Finally, recognizing that different scenes may exhibit varying balances between the dual results, we introduce uncertainty learning and use the uncertainties for adaptive modulation. Extensive experiments demonstrate that GaussHDR significantly outperforms state-of-the-art methods in both synthetic and real-world scenarios.
Capturing high dynamic range (HDR) scenes is one of the most important issues in camera design. Majority of cameras use exposure fusion technique, which fuses images captured by different exposure levels, to increase dynamic range. However, this approach can only handle images with limited exposure difference, normally 3-4 stops. When applying to very high dynamic scenes where a large exposure difference is required, this approach often fails due to incorrect alignment or inconsistent lighting between inputs, or tone mapping artifacts. In this work, we propose UltraFusion, the first exposure fusion technique that can merge input with 9 stops differences. The key idea is that we model the exposure fusion as a guided inpainting problem, where the under-exposed image is used as a guidance to fill the missing information of over-exposed highlight in the over-exposed region. Using under-exposed image as a soft guidance, instead of a hard constrain, our model is robust to potential alignment issue or lighting variations. Moreover, utilizing the image prior of the generative model, our model also generates natural tone mapping, even for very high-dynamic range scene. Our approach outperforms HDR-Transformer on latest HDR benchmarks. Moreover, to test its performance in ultra high dynamic range scene, we capture a new real-world exposure fusion benchmark, UltraFusion Dataset, with exposure difference up to 9 stops, and experiments show that \model~can generate beautiful and high-quality fusion results under various scenarios. An online demo is provided at https://openimaginglab.github.io/UltraFusion/.
Previous tone mapping methods mainly focus on how to enhance tones in low-resolution images and recover details using the high-frequent components extracted from the input image. These methods typically rely on traditional feature pyramids to artificially extract high-frequency components, such as Laplacian and Gaussian pyramids with handcrafted kernels. However, traditional handcrafted features struggle to effectively capture the high-frequency components in HDR images, resulting in excessive smoothing and loss of detail in the output image. To mitigate the above issue, we introduce a learnable Differential Pyramid Representation Network (DPRNet). Based on the learnable differential pyramid, our DPRNet can capture detailed textures and structures, which is crucial for high-quality tone mapping recovery. In addition, to achieve global consistency and local contrast harmonization, we design a global tone perception module and a local tone tuning module that ensure the consistency of global tuning and the accuracy of local tuning, respectively. Extensive experiments demonstrate that our method significantly outperforms state-of-the-art methods, improving PSNR by 2.58 dB in the HDR+ dataset and 3.31 dB in the HDRI Haven dataset respectively compared with the second-best method. Notably, our method exhibits the best generalization ability in the non-homologous image and video tone mapping operation. We provide an anonymous online demo at https://xxxxxx2024.github.io/DPRNet/.
Recent advances in neural camera imaging pipelines have demonstrated notable progress. Nevertheless, the real-world imaging pipeline still faces challenges including the lack of joint optimization in system components, computational redundancies, and optical distortions such as lens shading.In light of this, we propose an end-to-end camera imaging pipeline (RealCamNet) to enhance real-world camera imaging performance. Our methodology diverges from conventional, fragmented multi-stage image signal processing towards end-to-end architecture. This architecture facilitates joint optimization across the full pipeline and the restoration of coordinate-biased distortions. RealCamNet is designed for high-quality conversion from RAW to RGB and compact image compression. Specifically, we deeply analyze coordinate-dependent optical distortions, e.g., vignetting and dark shading, and design a novel Coordinate-Aware Distortion Restoration (CADR) module to restore coordinate-biased distortions. Furthermore, we propose a Coordinate-Independent Mapping Compression (CIMC) module to implement tone mapping and redundant information compression. Existing datasets suffer from misalignment and overly idealized conditions, making them inadequate for training real-world imaging pipelines. Therefore, we collected a real-world imaging dataset. Experiment results show that RealCamNet achieves the best rate-distortion performance with lower inference latency.
Common displays have limited dynamic range and therefore cannot support direct reproduction of high dynamic range (HDR) images. Generally, this gap can be effectively solved by image tone mapping. One of the typical tone mapping methods is known as layer decomposition based algorithms. They decompose an HDR image into base and detail layers, and reduce the dynamic range by employing gamma functions on the base layer. However, simple gamma curves are not sufficient to produce good local contrasts. This paper proposes a layer decomposition based method by utilizing image fusion techniques to enhance local contrasts. Our method constructs virtual images to stretch dark, normal and bright regions of the base layer respectively and fuses them together for contrast enhancement. Experimental results validate that the proposed method produces enhanced local contrasts and more natural colors in the tone-mapped images.
Inverse tone mapping, a technique to restore a high dynamic range (HDR) image from a single low dynamic range (LDR) image, exhibits wide versatility since it may be easily applied to any camera device. Besides, the recent advancement in deep learning has produced great performance improvement in the field of inverse tone mapping. However, it remains a difficult task to accurately restore a wide-range HDR image from a single LDR image. A recent study attempts a spatially adaptive exposure value (EV) condition generated from luminance values to create a pseudo-multi-exposure stack. However, by adopting only luminance values as input, the conditioning method cannot precisely reflect the input image information when generating the EV condition, resulting in the loss of color expression. Moreover, there are some concerns regarding how to apply the EV condition to the image feature. Thus, the key idea of this study is to directly adopt image features in generating EV conditions that are adaptive to both color and brightness. To do this, we design a condition generation network with an encoder-decoder structure and propose a novel multi-exposure stack generation network, which bidirectionally synthesizes the image features and EV-conditioned features. Additionally, to better preserve the feature information in the synthesis of the features, we propose a spatially-adaptive feature transformation block. Our proposed method exhibits outstanding results in restoring the multi-exposure stacks for HDR image synthesis. Furthermore, our method achieves state-of-the-art performance compared to existing methods in multi-exposure stack generation and stack-based HDR restoration.
We propose a novel scene-segmentation-based exposure compensation method for multi-exposure image fusion (MEF) based tone mapping. The aim of MEF-based tone mapping is to display high dynamic range (HDR) images on devices with limited dynamic range. To achieve this, this method generates a stack of differently exposed images from an input HDR image and fuses them into a single image. Our approach addresses the limitations of MEF-based tone mapping with existing segmentation-based exposure compensation, which often result in visually unappealing outcomes due to inappropriate exposure value selection. The proposed exposure compensation method first segments the input HDR image into subregions based on luminance values of pixels. It then determines exposure values for multi-exposure images to maximize contrast between regions while preserving relative luminance relationships. This approach contrasts with conventional methods that may invert luminance relationships or compromise contrast between regions. Additionally, we present an improved technique for calculating fusion weights to better reflect the effects of exposure compensation in the final fused image. In a simulation experiment to evaluate the quality of tone-mapped images, the MEF-based tone mapping with the proposed method outperforms three typical tone mapping methods including conventional MEF-based one, in terms of the tone mapped image quality index (TMQI).
Thermal Infrared (TIR) imaging provides robust perception for navigating in challenging outdoor environments but faces issues with poor texture and low image contrast due to its 14/16-bit format. Conventional methods utilize various tone-mapping methods to enhance contrast and photometric consistency of TIR images, however, the choice of tone-mapping is largely dependent on knowing the task and temperature dependent priors to work well. In this paper, we present Thermal Chameleon Network (TCNet), a task-adaptive tone-mapping approach for RAW 14-bit TIR images. Given the same image, TCNet tone-maps different representations of TIR images tailored for each specific task, eliminating the heuristic image rescaling preprocessing and reliance on the extensive prior knowledge of the scene temperature or task-specific characteristics. TCNet exhibits improved generalization performance across object detection and monocular depth estimation, with minimal computational overhead and modular integration to existing architectures for various tasks. Project Page: https://github.com/donkeymouse/ThermalChameleon
Acquisition of high dynamic range (HDR) images is thriving due to the increasing use of smart devices and the demand for high-quality output. Extensive research has focused on developing methods for reducing the luminance range in HDR images using conventional and deep learning-based tone mapping operators to enable accurate reproduction on conventional 8 and 10-bit digital displays. However, these methods often fail to account for pixels that may lie outside the target display's gamut, resulting in visible chromatic distortions or color clipping artifacts. Previous studies suggested that a gamut management step ensures that all pixels remain within the target gamut. However, such approaches are computationally expensive and cannot be deployed on devices with limited computational resources. We propose a generative adversarial network for fast and reliable chroma compression of HDR tone-mapped images. We design a loss function that considers the hue property of generated images to improve color accuracy, and train the model on an extensive image dataset. Quantitative experiments demonstrate that the proposed model outperforms state-of-the-art image generation and enhancement networks in color accuracy, while a subjective study suggests that the generated images are on par or superior to those produced by conventional chroma compression methods in terms of visual quality. Additionally, the model achieves real-time performance, showing promising results for deployment on devices with limited computational resources.
The correct insertion of virtual objects in images of real-world scenes requires a deep understanding of the scene's lighting, geometry and materials, as well as the image formation process. While recent large-scale diffusion models have shown strong generative and inpainting capabilities, we find that current models do not sufficiently "understand" the scene shown in a single picture to generate consistent lighting effects (shadows, bright reflections, etc.) while preserving the identity and details of the composited object. We propose using a personalized large diffusion model as guidance to a physically based inverse rendering process. Our method recovers scene lighting and tone-mapping parameters, allowing the photorealistic composition of arbitrary virtual objects in single frames or videos of indoor or outdoor scenes. Our physically based pipeline further enables automatic materials and tone-mapping refinement.
Recent years have witnessed substantial advancements in the field of 3D reconstruction from 2D images, particularly following the introduction of the neural radiance field (NeRF) technique. However, reconstructing a 3D high dynamic range (HDR) radiance field, which aligns more closely with real-world conditions, from 2D multi-exposure low dynamic range (LDR) images continues to pose significant challenges. Approaches to this issue fall into two categories: grid-based and implicit-based. Implicit methods, using multi-layer perceptrons (MLP), face inefficiencies, limited solvability, and overfitting risks. Conversely, grid-based methods require significant memory and struggle with image quality and long training times. In this paper, we introduce Gaussian Splatting-a recent, high-quality, real-time 3D reconstruction technique-into this domain. We further develop the High Dynamic Range Gaussian Splatting (HDR-GS) method, designed to address the aforementioned challenges. This method enhances color dimensionality by including luminance and uses an asymmetric grid for tone-mapping, swiftly and precisely converting pixel irradiance to color. Our approach improves HDR scene recovery accuracy and integrates a novel coarse-to-fine strategy to speed up model convergence, enhancing robustness against sparse viewpoints and exposure extremes, and preventing local optima. Extensive testing confirms that our method surpasses current state-of-the-art techniques in both synthetic and real-world scenarios.
In the field of monocular depth estimation (MDE), many models with excellent zero-shot performance in general scenes emerge recently. However, these methods often fail in predicting non-Lambertian surfaces, such as transparent or mirror (ToM) surfaces, due to the unique reflective properties of these regions. Previous methods utilize externally provided ToM masks and aim to obtain correct depth maps through direct in-painting of RGB images. These methods highly depend on the accuracy of additional input masks, and the use of random colors during in-painting makes them insufficiently robust. We are committed to incrementally enabling the baseline model to directly learn the uniqueness of non-Lambertian surface regions for depth estimation through a well-designed training framework. Therefore, we propose non-Lambertian surface regional guidance, which constrains the predictions of MDE model from the gradient domain to enhance its robustness. Noting the significant impact of lighting on this task, we employ the random tone-mapping augmentation during training to ensure the network can predict correct results for varying lighting inputs. Additionally, we propose an optional novel lighting fusion module, which uses Variational Autoencoders to fuse multiple images and obtain the most advantageous input RGB image for depth estimation when multi-exposure images are available. Our method achieves accuracy improvements of 33.39% and 5.21% in zero-shot testing on the Booster and Mirror3D dataset for non-Lambertian surfaces, respectively, compared to the Depth Anything V2. The state-of-the-art performance of 90.75 in delta1.05 within the ToM regions on the TRICKY2024 competition test set demonstrates the effectiveness of our approach.
The recent advent of 3D Gaussian Splatting (3DGS) has revolutionized the 3D scene reconstruction space enabling high-fidelity novel view synthesis in real-time. However, with the exception of RawNeRF, all prior 3DGS and NeRF-based methods rely on 8-bit tone-mapped Low Dynamic Range (LDR) images for scene reconstruction. Such methods struggle to achieve accurate reconstructions in scenes that require a higher dynamic range. Examples include scenes captured in nighttime or poorly lit indoor spaces having a low signal-to-noise ratio, as well as daylight scenes with shadow regions exhibiting extreme contrast. Our proposed method HDRSplat tailors 3DGS to train directly on 14-bit linear raw images in near darkness which preserves the scenes' full dynamic range and content. Our key contributions are two-fold: Firstly, we propose a linear HDR space-suited loss that effectively extracts scene information from noisy dark regions and nearly saturated bright regions simultaneously, while also handling view-dependent colors without increasing the degree of spherical harmonics. Secondly, through careful rasterization tuning, we implicitly overcome the heavy reliance and sensitivity of 3DGS on point cloud initialization. This is critical for accurate reconstruction in regions of low texture, high depth of field, and low illumination. HDRSplat is the fastest method to date that does 14-bit (HDR) 3D scene reconstruction in $\le$15 minutes/scene ($\sim$30x faster than prior state-of-the-art RawNeRF). It also boasts the fastest inference speed at $\ge$120fps. We further demonstrate the applicability of our HDR scene reconstruction by showcasing various applications like synthetic defocus, dense depth map extraction, and post-capture control of exposure, tone-mapping and view-point.
Deep learning-based ISP algorithms have demonstrated significant potential in raw2rgb reconstruction. However, existing networks have not fully considered the specific characteristics of raw data, such as black level and CFA, which can negatively impact texture and color if mishandled. Moreover, uneven exposure in raw data is also not considered carefully, leading to adverse effects on contrast and brightness. In this paper, we introduce RMFA-Net to tackle these problems. We perform implicit black level correction to mitigate color shifts in dim scenes. To preserve high-frequency information and prevent misalignment, we propose a novel Three-Channel-Split mode. To address the issue of uneven exposure, we designed an explicit tone mapping module based on the Retinex theory. We train and evaluate our models using the dataset released by the Mobile AI 2022 Learned Smartphone ISP Challenge. It is demonstrated that RMFA-Net outperforms previous algorithms, achieving a PSNR score of over 25 dB, surpassing the state-of-the-art by +1 dB. Furthermore, we developed a lightweight version, RMFANet-tiny, for engineering deployment while still maintaining strong performance, surpassing the SOTA by +0.5 dB.
In a surround view system, the image color and tone captured by multiple cameras can be different due to cameras applying auto white balance (AWB), global tone mapping (GTM) individually for each camera. The color and brightness along stitched seam location may look discontinuous among multiple cameras which impacts overall stitched image visual quality. To improve the color transition between adjacent cameras in stitching algorithm, we propose harmonization algorithm which applies before stitching to adjust multiple cameras' color and tone so that stitched image has smoother color and tone transition between adjacent cameras. Our proposed harmonization algorithm consists of AWB harmonization and GTM harmonization leveraging Image Signal Processor (ISP)'s AWB and GTM metadata statistics. Experiment result shows that our proposed algorithm outperforms global color transfer method in both visual quality and computational cost.
Volumetric rendering based methods, like NeRF, excel in HDR view synthesis from RAWimages, especially for nighttime scenes. While, they suffer from long training times and cannot perform real-time rendering due to dense sampling requirements. The advent of 3D Gaussian Splatting (3DGS) enables real-time rendering and faster training. However, implementing RAW image-based view synthesis directly using 3DGS is challenging due to its inherent drawbacks: 1) in nighttime scenes, extremely low SNR leads to poor structure-from-motion (SfM) estimation in distant views; 2) the limited representation capacity of spherical harmonics (SH) function is unsuitable for RAW linear color space; and 3) inaccurate scene structure hampers downstream tasks such as refocusing. To address these issues, we propose LE3D (Lighting Every darkness with 3DGS). Our method proposes Cone Scatter Initialization to enrich the estimation of SfM, and replaces SH with a Color MLP to represent the RAW linear color space. Additionally, we introduce depth distortion and near-far regularizations to improve the accuracy of scene structure for downstream tasks. These designs enable LE3D to perform real-time novel view synthesis, HDR rendering, refocusing, and tone-mapping changes. Compared to previous volumetric rendering based methods, LE3D reduces training time to 1% and improves rendering speed by up to 4,000 times for 2K resolution images in terms of FPS. Code and viewer can be found in https://github.com/Srameo/LE3D .