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\(L^{2}DGS\): Low-Light Dynamic Gaussian Splatting

Conference: CVPR 2026
Paper: CVF Open Access
Code: https://github.com/akumar005/L2DGS
Area: 3D Vision
Keywords: 4D Gaussian Splatting, Low-light Reconstruction, Dynamic Scenes, Self-supervised, Illumination-Reflectance Decomposition

TL;DR

L2DGS is the first 4D Gaussian Splatting framework to self-supervise the reconstruction of "bright dynamic scenes" directly from low-light videos. It decomposes the color of each Gaussian into "view- and time-dependent illumination \(\times\) intrinsic scene reflectance." By utilizing OCD-Net to model motion-induced time-varying illumination and a forward degradation pipeline (BAFs + BAFE-Net) to transform bright scenes back into low-light versions for self-supervision, it significantly outperforms existing methods on both synthetic and real-world low-light dynamic data.

Background & Motivation

Background: NeRF and 3DGS have achieved high-fidelity new-view synthesis from images/videos and have been extended to dynamic (4D) scenes. Simultaneously, several works focus on low-light reconstruction. however, these two research paths have rarely intersected.

Limitations of Prior Work: Existing low-light reconstruction methods (Lighting-up NeRF, Aleth-NeRF, Luminance-GS, etc.) almost exclusively handle static scenes and mostly focus on "brightening" while neglecting the underlying scene structure. Conversely, dynamic scene methods assume the input is well-lit. Chaining "low-light enhancement" and "dynamic new-view synthesis" as independent steps leads to loss of consistency and lacks robustness under motion.

Key Challenge: In low-light scenes with moving objects, reconstruction is inherently highly underdetermined. Changing camera exposure introduces motion blur; single-camera setups provide only one observation per time step, resulting in natural sparsity; most importantly, object motion causes shifting cast shadows on the background and self-shadows on the objects themselves. This makes it difficult to determine whether a region is inherently dark or darkened by occlusion. Such motion-induced shadows and occlusion/de-occlusion create severe texture and brightness ambiguities.

Goal: To reconstruct bright dynamic scenes directly from low-light sRGB videos using a single end-to-end, fully self-supervised model capable of spatio-temporal new-view synthesis—without relying on motion masks, camera metadata, or explicit supervision from bright reference images.

Key Insight: The authors advocate for joint "enhancement + dynamic synthesis" rather than a two-step approach, as a unified model can learn a common geometric-photometric feature space. This allows the enhancement mechanism to naturally extend to view synthesis while ensuring motion consistency across frames.

Core Idea: Instead of assigning each Gaussian a view-dependent color as in standard GS, each Gaussian is associated with two attributes: a view- and time-dependent illumination \(l\) and an intrinsic scene reflectance \(r\). The final color is the product of the two. A "bright-to-low-light" forward degradation pathway is designed to enable self-supervision from low-light inputs without bright ground truth (GT).

Method

Overall Architecture

The input consists of \(N\) low-light observation frames \(\{I^t_d\}\), corresponding camera poses and intrinsics, and a sparse point cloud. L2DGS uses 4DGS as a baseline: starting from a set of canonical Gaussians \(G^c_i(\mu^c_i,\Sigma^c_i)\), a Hexplane motion field transforms them to the state \(G^t_i(\mu^t_i,\Sigma^t_i)\) at query time \(t\). Each Gaussian no longer carries "view-dependent color" but instead view-dependent illumination \(l^c_i(v)\) (encoded with Spherical Harmonics), view-invariant reflectance \(r_i\), and opacity \(o_i\). After rasterization, an illumination map \(L_w(v,t)\) and a reflectance map \(R_w\) are obtained. Their Hadamard product yields the bright image \(I_w(v,t)=L_w\circ R_w\).

The key lies in self-supervision during training: due to the absence of bright GT, the authors perform "bright-to-low-light" forward degradation, converting the estimated bright image \(I_w\) into a low-light estimate \(\hat I^t_d\) to align with the real low-light input \(I^t_d\). This pathway is implemented via two Brightness Attenuation Features (BAFs) \(b_{1i},b_{2i}\) per Gaussian and a BAFE-Net. During inference, BAFs and BAFE-Net are discarded, rendering only the bright new views at \(30+\) FPS.

%%{init: {'flowchart': {'rankSpacing': 24, 'nodeSpacing': 28, 'padding': 6, 'wrappingWidth': 400}}}%%
flowchart TD
    A["Input: Low-light video<br/>Poses + Sparse point cloud"] --> B["Canonical Gaussians + Hexplane Motion Field<br/>Estimate Gaussian state at time t"]
    B --> C["Illumination-Reflectance Decomposition & Time-varying Color<br/>Color = L(view, time) × R(intrinsic)"]
    C --> D["OCD-Net for Time-varying Illumination<br/>Estimate occlusion/de-occlusion scale factors a_j(t)"]
    D --> E["Rasterization to obtain bright image I_w"]
    E -->|Training| F["BAFs + BAFE-Net<br/>Bright-to-low-light forward degradation"]
    F --> G["SAR + SASR Regularization<br/>Signal amplification + Structure preservation"]
    G --> H["Self-supervised consistency loss with input low-light"]
    E -->|Inference| I["Output: Bright dynamic new views"]

Key Designs

1. Illumination-Reflectance Decomposition and Time-Varying Color Modeling: Splitting Color into "View-Time Illumination × Intrinsic Reflectance"

Standard GS/NeRF models pixel color only as a function of the viewing angle, failing to account for color changes caused by motion. L2DGS associates each Gaussian with view-dependent illumination \(l^c_i(v)=\sum_{j=1}^{(k+1)^2} b_j B_j(v)\) (where \(B_j\) are SH bases and \(b_j\) are coefficients) and view-invariant reflectance \(r_i\). The color is the product of the two, making the color of each Gaussian a function of both time and viewpoint. During rasterization, alpha-blending is performed on \(l^t_i\) and \(r_i\) to get the illumination map \(L_w(v,t)\) and reflectance map \(R_w\), which are multiplied to produce the bright image. The authors emphasize that this differs from static Retinex-like decomposition as it explicitly introduces the time dimension to absorb color variations caused by extrinsic factors like object motion.

2. OCD-Net (Occlusion-De-occlusion Network): Modeling Motion-Induced Time-Varying Illumination

Observed intensity changes due to object motion. The authors attribute these extrinsic intensity variations to the time-varying term of the illumination \(l^t_i=\sum_j a_j(t)\,b_j B_j(v)\), where \(a_j(t)\in\mathbb{R}^+\) is a scale factor controlling time-variance (occlusion/de-occlusion). This factor is estimated by OCD-Net: \(a_j(t)=\mathcal{F}_2(\mathcal{F}_1(G^t_i,G^t_m;t))=\text{OCD-Net}(f(\mu^t_i))\), where \(\mathcal{F}_1\) relates to all other Gaussians \(G^t_m\) affecting the illumination of \(G^t_i\), and \(\mathcal{F}_2\) estimates the effective light increase/decrease. The network input is the spatio-temporal features \(f(\mu^t_i)\) aggregated from the motion field (product of features from Hexplane's six planes: \(XY, Zt, YZ, Xt, ZX, Yt\)), and it outputs \(a_j(t)\), implicitly learning \(\mathcal{F}_1\) and \(\mathcal{F}_2\). Thus, motion-induced shadow drifting and self-shadowing are explicitly absorbed into the illumination term rather than being misinterpreted as intrinsic darkness of the scene.

3. BAFs + BAFE-Net: Forward Degradation for Self-Supervision

Lacking bright GT, the low-light input itself must serve as the supervisory signal. The authors opt for "forward modeling"—synthesizing low-light from estimated bright images—rather than backward enhancement (which amplifies noise). Specifically, each Gaussian is assigned two randomly initialized, jointly optimized Brightness Attenuation Features (BAFs) \(b_{1i}, b_{2i}\), which are rasterized into 2D maps \(\hat B_1, \hat B_2\). To complete the degradation, a convolutional BAFE-Net processes the concatenated \([\hat B_1, \hat B_2]\) (\(H\times W\times2\)) to produce the final \(B_1, B_2\). The low-light estimate is then synthesized as \(\hat I^t_d=L_w(v,t)^{\circ B_2}\circ R_w^{\circ B_1}\) (where \(a^{\circ b}\) denotes element-wise power, inspired by differentiable gamma correction). This forward pathway provides stronger control over scene components and allows selective enhancement for higher SNR without increasing deployment costs.

4. SAR + SASR Regularization: Amplifying Signals and Preserving Structure

Bright scene estimation is underdetermined—multiple combinations of \(L_w, R_w, B_1, B_2\) can produce the same low-light observation. Signal Amplification Regularization (SAR) addresses photon scarcity and high noise in low light by pushing the illumination map toward maximum: \(\mathcal{L}_L=\frac{1}{HW}\sum_{i,j}|1-[L_w(v,t)]_{i,j}|\), as \(L_w\) must increase brightness while \(R_w\in[0,1]\). Interestingly, maximizing \(R_w\) is ineffective because \(R_w\) is view- and time-invariant, allowing noise to be averaged out during multi-view aggregation. Scene-Adaptive Structure Regularization (SASR) ensures degradation respects scene structure: since \(B_1, B_2\) act on \(R_w, L_w\), their gradients are constrained to align: \(\mathcal{L}_{B1}=\|\beta_1\nabla B_1-\nabla R_w\|_1\) and \(\mathcal{L}_{B2}=\|\beta_2\nabla B_2-\nabla L_w\|_1\). This forces BAFs to capture structural consistency. Combined with a photometric term \(\mathcal{L}_{photo}\) (L1+SSIM, where the SSIM weight \(\eta\) decays from \(0.95\) to \(0.5\)), exposure regularization \(\mathcal{L}_{exp}\) (constraining mean \(R_w\) in \(16\times16\) windows to \(e=0.6\)), and edge-aware depth smoothing \(\mathcal{L}_D\), the total objective is \(\mathcal{L}=\mathcal{L}_{photo}+\lambda_1\mathcal{L}_{exp}+\lambda_2\mathcal{L}_{L}+\lambda_3\mathcal{L}_{B1}+\lambda_4\mathcal{L}_{B2}+\lambda_5\mathcal{L}_D\).

Loss & Training

Using 4DGS as the baseline, the motion field resolutions are \(64\) for \(X,Y,Z\) axes and \(N/2\) for the \(t\) axis. Training follows two stages: 3000 steps of coarse training (motion field and OCD-Net inactive), followed by 20,000 steps of fine training (all components active). Scene decomposition occurs in both stages with end-to-end self-supervision. BAFE-Net learning rate decays from \(0.0016\) to \(0.00016\), OCD-Net from \(0.00016\) to \(0.000016\), BAFs and reflectance are fixed at \(1e-5\), and illumination at \(0.0025\). Hyperparameters: \(\beta_1=\beta_2=0.5\), \(\lambda_{1..5}=\{0.01,0.05,1.0,1.0,0.001\}\). Training takes approximately 90 minutes for \(450\times800\) resolution on a single RTX 3090.

Key Experimental Results

Main Results

Comparison on synthetic low-light dynamic scenes (metrics calculated on bright images; ⚠️ regions: Dynamic/Static/Overall). Results for Mochi and Apple scenes vs. the strongest competitor, Luminance-GS:

Scene/Region Method PSNR↑ SSIM↑ LPIPS↓
Mochi · Dynamic Luminance-GS 14.06 0.59 0.14
Mochi · Dynamic L2DGS 21.00 0.78 0.07
Mochi · Overall Luminance-GS 14.51 0.66 0.32
Mochi · Overall L2DGS 17.61 0.77 0.16
Apple · Overall Luminance-GS 12.50 0.43 0.44
Apple · Overall L2DGS 13.31 0.63 0.24

Gains in dynamic regions are particularly significant (+6.94 dB for Mochi), confirming better handling of motion-induced shadows. For comparison, running the bright dynamic method 4DGS on low-light data fails completely (only 7.03 dB in Mochi dynamic regions).

User study on real-world L2DyV data (62 participants, pairwise preference% / 1–5 average score):

Dimension LLNeRF Luminance-GS L2DGS
(i) Natural Brightness 23.14 / 3.05 0.02 / 2.39 75.20 / 4.05
(ii) Foreground Recon. 2.01 / 2.97 2.01 / 2.81 93.57 / 4.33
(iii) Structure Preserv. 1.12 / 2.91 1.10 / 2.36 94.34 / 4.08
(iv) Color Naturalness 25.80 / 2.84 0.001 / 2.67 72.36 / 4.36
(v) Fewest Artifacts 6.03 / 2.83 6.11 / 2.55 80.41 / 4.28

L2DGS significantly outperforms other methods across all 5 dimensions.

Ablation Study

Removing components individually on a single scene (Overall metrics):

Configuration PSNR↑ SSIM↑ LPIPS↓ Note
W/o SSIM 13.20 0.49 0.49 Decreased visibility/sharpness
W/o \(\mathcal{L}_{exp}\) 7.65 0.27 0.31 Output remains dark, significant drop
W/o \(\mathcal{L}_D\) 14.27 0.60 0.25 Unconstrained depth, blurry output
W/o \(\mathcal{L}_B\) 14.56 0.62 0.26 Lacks dynamic adaptation; edge smearing
W/o \(\mathcal{L}_L\) (SAR) 6.99 0.22 0.37 Extremely low visibility, near total failure
W/o BAFE-Net 6.14 0.19 0.68 Degradation path fails; results stay low-light
W/o OCD-Net ⚠️ Significant drop Failure to model time-varying light

Key Findings

  • SAR (\(\mathcal{L}_L\)) and BAFE-Net are foundational components: Without them, PSNR drops to the 6–7 dB range. SAR boosts the signal, and BAFE-Net correctly degrades the scene to provide supervision.
  • Maximizing \(L_w\) is effective, maximizing \(R_w\) is not: Since \(R_w\) is view-time independent, noise is averaged out during aggregation, explaining why SAR only targets the illumination map.
  • Setting \(B_1=1\) or \(B_2=1\) leads to color shifts: This proves the dual-feature design of BAFs is necessary to suppress color distortion.

Highlights & Insights

  • "Color = View-Time Illumination × Intrinsic Reflectance" Decomposition: Explicitly introducing the time dimension into color modeling addresses motion-induced shadow drifting and self-shadowing, making it more suitable for dynamic low-light than static Retinex.
  • Forward Degradation instead of Backward Enhancement: Synthesizing low-light from bright estimates (via BAFs+BAFE-Net) avoids noise amplification.
  • Zero-cost Self-supervised Scaffold: BAFs and BAFE-Net are only used during training and discarded at inference, allowing for real-time performance (30+ FPS).
  • First Real-world Low-light Dynamic Video Dataset (L2DyV): Consists of 12 handheld sequences (100–300 frames) with various dynamic objects, filling a benchmark gap.

Limitations & Future Work

  • Selection Bias in Synthetic Data: Bright videos were degraded using Led-Net. The authors admit some synthetic results were manually discarded due to unrealistic color shifts or flickering, ⚠️ which may make synthetic benchmarks overly optimistic.
  • Lack of Real GT: L2DyV has no bright ground truth, restricting quantitative evaluation to synthetic sets; objective assessment for real scenes remains difficult.
  • Dependence on Regularization and Hyperparameters: \(\lambda_{1..5}\), \(\beta_{1,2}\), and the target exposure \(e=0.6\) require "extensive experimentation." Cross-scene robustness and automation are not fully discussed.
  • Network Details in Supplement: Architectures for OCD-Net and BAFE-Net, along with some ablation values, are relegated to the supplementary materials.
  • vs Lighting-up NeRF: It separates static scenes into view-dependent/independent parts. L2DGS jointly transforms light and reflectance, uses SASR for structural consistency, and models light as time-view dependent to handle motion.
  • vs Luminance-GS / Lita-GS: These focus on view-dependent color mapping or light-invariant priors for static scenes. L2DGS leads significantly in dynamic regions by explicitly modeling motion-induced illumination changes.
  • vs 4DGS: L2DGS uses it as a backbone, but 4DGS alone fails (single-digit PSNR) when fed low-light data directly. L2DGS extends dynamic reconstruction to the low-light domain via decomposition and forward degradation.

Rating

  • Novelty: ⭐⭐⭐⭐⭐ The first low-light dynamic 4D-GS, combining time-view color decomposition, forward degradation, and OCD-Net.
  • Experimental Thoroughness: ⭐⭐⭐⭐ Synthetic quant-results + real user study + detailed ablation, though real data lacks GT and some OCD-Net values are in the supplement.
  • Writing Quality: ⭐⭐⭐⭐ Logical progression from motivation to design; formal notation is consistent despite the complexity.
  • Value: ⭐⭐⭐⭐ Expands low-light reconstruction to dynamic scenes and provides a real-world dataset, offering practical utility for nighttime NVS.