DLG-GS: Dynamic Lighting-Aware Real-Time 3D Gaussian Splatting for Weak-Texture Tunnel Scenes
Highlights
- Propose DLG-GS, a dynamic lighting-aware 3D Gaussian splatting framework for real-time tunnel-oriented reconstruction.
- Introduce a lighting-adaptive appearance model and a voxel–depth joint constraint to improve reconstruction stability and reduce illumination artifacts.
- Improve image-based reconstruction under dynamic lighting and weakly constrained conditions in tunnels and other low-visibility scenes.
- Provide a practical real-time framework for tunnel reconstruction, with promising transferability to other engineering environments.
Abstract
1. Introduction
2. Materials and Methods
2.1. Problem Analysis and Framework Overview
- The challenge of appearance inconsistency under dynamic lighting: Because tunnel environments usually lack stable ambient illumination, image acquisition often depends on localized active light sources mounted on the capture platform. As the platform moves, the illumination pattern changes with viewpoint and position, causing the same surface to exhibit noticeable appearance differences across views. This weakens the multi-view photometric consistency assumption of 3DGS and leads to ambiguous appearance fitting, color distortion, and floating artifacts.
- The challenge of shadow-induced weak constraints: Another difficulty arises in under-illuminated shadow regions. These regions are not necessarily textureless in the physical sense, but they often appear weakly textured, low-contrast, and poorly constrained in the captured images. Under such conditions, photometric supervision becomes unreliable, and the spatial optimization of Gaussian primitives tends to become unstable, resulting in irregular Gaussian distributions, rendered-depth inconsistency, and floating artifacts.
- DLAAM: This module is designed to disentangle intrinsic scene appearance from transient illumination effects. By combining Fourier-encoded spatial descriptors, view-dependent illumination cues, and local multi-granularity attention, it improves appearance consistency under dynamic lighting while preserving local texture details.
- VDJC: This module introduces monocular depth priors to regularize the spatial distribution of voxel anchors and neural Gaussians. It improves rendered-depth consistency and suppresses floating artifacts, especially in shadow-induced weakly constrained regions.
2.2. Voxel–Depth Joint Constraint (VDJC)
2.3. Dynamic Lighting-Adaptive Appearance Modeling (DLAAM)
- Spatially localized illumination patterns caused by active moving light sources;
- Shadow-affected regions that appear weakly textured and poorly constrained in the captured images.
2.4. Joint Optimization Objective
3. Results
3.1. Tunnel Data Collection
3.2. Dataset Composition and Implementation Details
3.3. Baseline
3.4. Analysis of Experimental Results
3.4.1. Tunnel Dataset
3.4.2. Public Dataset
3.5. Ablation Experiments
4. Discussion
4.1. Overall Performance and Comparison in Tunnel Scene
4.2. Generalization to Public Benchmarks
4.3. Effectiveness of the Proposed Modules
4.4. Limitations and Future Work
5. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
Abbreviations
| 3DGS | 3D Gaussian Splatting |
| DLAAM | Dynamic Lighting-aware Appearance Modeling |
| HVI | Horizontal/Vertical Intensity |
| LPIPS | Learned Perceptual Image Patch Similarity |
| MLP | Multilayer Perceptron |
| NeRF | Neural Radiance Fields |
| NVS | Novel View Synthesis |
| PSNR | Peak Signal-to-Noise Ratio |
| RDR | Random Dropout Regularization |
| SSIM | Structural Similarity Index Measure |
| VDJC | Voxel–Depth Joint Constraint |
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| Methods | GPU h/FPS | Tunnel_1 | Tunnel_2 | Tunnel_3 | ||||||
|---|---|---|---|---|---|---|---|---|---|---|
| PSNR ↑ | SSIM ↑ | LPIPS ↓ | PSNR ↑ | SSIM ↑ | LPIPS ↓ | PSNR ↑ | SSIM ↑ | LPIPS ↓ | ||
| NeRF-W | 9.15/<1 | 19.4372 | 0.6480 | 0.5256 | 19.8636 | 0.7034 | 0.4957 | 19.3977 | 0.6633 | 0.5353 |
| 3DGS | 0.53/148 | 21.5072 | 0.7449 | 0.4370 | 20.7701 | 0.7890 | 0.4642 | 18.2952 | 0.6568 | 0.5542 |
| GaussianPro | 0.63/120 | 23.4453 | 0.7060 | 0.4107 | 22.5089 | 0.7412 | 0.4226 | 19.7672 | 0.6084 | 0.4696 |
| Scaffold-GS | 0.41/160 | 26.0471 | 0.7827 | 0.3934 | 26.1402 | 0.8173 | 0.4117 | 23.4969 | 0.7224 | 0.4538 |
| 2DGS | 0.56/93 | 22.1873 | 0.7453 | 0.4774 | 20.0589 | 0.7612 | 0.5300 | 19.2337 | 0.6658 | 0.5539 |
| Mip-Splatting | 0.63/91 | 18.7557 | 0.7192 | 0.4999 | 18.1065 | 0.7498 | 0.5393 | 16.0621 | 0.6534 | 0.5854 |
| SSS | 1.64/30 | 20.1280 | 0.6702 | 0.5283 | 17.3556 | 0.6365 | 0.5966 | 16.0010 | 0.6322 | 0.5551 |
| WildGaussians | 4.21/26 | 25.7487 | 0.7508 | 0.6074 | 26.2512 | 0.7979 | 0.6209 | 23.9182 | 0.6967 | 0.6990 |
| NexusSplats | 0.93/48 | 26.3193 | 0.7481 | 0.5488 | 26.3067 | 0.8118 | 0.5677 | 23.3792 | 0.7117 | 0.6171 |
| Ours | 1.12/52 | 26.8275 | 0.7895 | 0.3899 | 27.4617 | 0.8259 | 0.4059 | 24.5368 | 0.7333 | 0.4561 |
| Methods | GPU h/FPS | Tanks and Temples | LLFF | Photo Tourism | ||||||
|---|---|---|---|---|---|---|---|---|---|---|
| PSNR ↑ | SSIM ↑ | LPIPS ↓ | PSNR ↑ | SSIM ↑ | LPIPS ↓ | PSNR ↑ | SSIM ↑ | LPIPS ↓ | ||
| NeRF | >10/<1 | 21.0746 | 0.7634 | 0.2759 | 28.3708 | 0.8428 | 0.2719 | 14.4048 | 0.6067 | 0.4809 |
| 3DGS | 0.27/102 | 24.8474 | 0.8617 | 0.1588 | 31.8008 | 0.9512 | 0.1343 | 16.5302 | 0.7483 | 0.3197 |
| GaussianPro | 0.32/98 | 23.3371 | 0.7052 | 0.4115 | 30.9268 | 0.9460 | 0.1367 | 16.6577 | 0.7517 | 0.3185 |
| Scaffold-GS | 0.30/95 | 25.1026 | 0.8627 | 0.1544 | 33.5998 | 0.9610 | 0.1098 | 17.2014 | 0.7672 | 0.2997 |
| 2DGS | 0.33/100 | 24.5804 | 0.8535 | 0.1824 | 28.4300 | 0.9345 | 0.1749 | 17.0199 | 0.7599 | 0.3132 |
| Mip-Splatting | 0.36/126 | 25.1033 | 0.8730 | 0.1288 | 33.2610 | 0.9643 | 0.0679 | 15.2936 | 0.7189 | 0.3503 |
| SSS | 1.22/28 | 25.0805 | 0.8686 | 0.1208 | 32.6911 | 0.9576 | 0.1025 | 10.8454 | 0.5658 | 0.5435 |
| WildGaussians | 1.45/29 | 23.4230 | 0.7910 | 0.2139 | 28.5508 | 0.9484 | 0.1312 | 19.1844 | 0.7827 | 0.3348 |
| NexusSplats | 0.92/48 | 22.1526 | 0.7277 | 0.3058 | 25.9311 | 0.9426 | 0.4195 | 19.3614 | 0.7725 | 0.3337 |
| Ours | 1.13/41 | 25.7103 | 0.8652 | 0.1576 | 33.8096 | 0.9601 | 0.1143 | 20.3193 | 0.7971 | 0.2836 |
| Scene/Metrics | Tunnel_1 | Tunnel_2 | Tunnel_3 | ||||||
|---|---|---|---|---|---|---|---|---|---|
| PSNR ↑ | SSIM ↑ | LPIPS ↓ | PSNR ↑ | SSIM ↑ | LPIPS ↓ | PSNR ↑ | SSIM ↑ | LPIPS ↓ | |
| Base | 26.0471 | 0.7827 | 0.3934 | 26.1402 | 0.8173 | 0.4117 | 23.4969 | 0.7224 | 0.4538 |
| Only VDJC | 26.1597 | 0.7874 | 0.3900 | 26.2456 | 0.8178 | 0.4118 | 23.6018 | 0.7248 | 0.4507 |
| Only DLAAM | 26.7035 | 0.7900 | 0.3928 | 27.3773 | 0.8253 | 0.4093 | 24.3969 | 0.7307 | 0.4531 |
| Ours | 26.8275 | 0.7895 | 0.3899 | 27.4617 | 0.8259 | 0.4059 | 24.5368 | 0.7333 | 0.4561 |
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Li, J.; Wang, S.; Yang, R.; Shi, S.; Liu, Z. DLG-GS: Dynamic Lighting-Aware Real-Time 3D Gaussian Splatting for Weak-Texture Tunnel Scenes. Remote Sens. 2026, 18, 1705. https://doi.org/10.3390/rs18111705
Li J, Wang S, Yang R, Shi S, Liu Z. DLG-GS: Dynamic Lighting-Aware Real-Time 3D Gaussian Splatting for Weak-Texture Tunnel Scenes. Remote Sensing. 2026; 18(11):1705. https://doi.org/10.3390/rs18111705
Chicago/Turabian StyleLi, Jun, Shuo Wang, Ronghao Yang, Shuai Shi, and Zhenlong Liu. 2026. "DLG-GS: Dynamic Lighting-Aware Real-Time 3D Gaussian Splatting for Weak-Texture Tunnel Scenes" Remote Sensing 18, no. 11: 1705. https://doi.org/10.3390/rs18111705
APA StyleLi, J., Wang, S., Yang, R., Shi, S., & Liu, Z. (2026). DLG-GS: Dynamic Lighting-Aware Real-Time 3D Gaussian Splatting for Weak-Texture Tunnel Scenes. Remote Sensing, 18(11), 1705. https://doi.org/10.3390/rs18111705

