arXiv:2607. 03013v1 Announce Type: cross Abstract: Images captured by consumer electronic devices, such as mobile phones and digital cameras, often suffer from low-light degradation due to sensor limitations and imaging pipelines, which degrades visual quality and affects downstream vision tasks.
By Wanshu Fan, Xiangyu Li, Cong Wang, Kin-man Lam, Xin Yang, Haiyan Zhang, Dongsheng Zhou
Low-light image enhancement is severely ill-posed when the input frame contains missing structure, saturated noise, and weak local contrast. Event cameras provide asynchronous brightness-change observations with high temporal resolution, but prior works often treat voxel channels as an unordered or static feature stack before fusion, rather than explicitly modeling their within-window temporal evolution, weakening the temporal evidence that makes events useful.
arXiv:2609.00901v1 Announce Type: new
Abstract: Modifying the illumination of driving images is a fundamental challenge, as most datasets are captured at specific times of day. Existing methods rely...
By Hala Djeghim, Nathan Piasco, Luis Rold\~ao, Moussab Bennehar, Dzmitry Tsishkou, C\'eline Loscos, D\'esir\'e Sidib\'e
arXiv:2609.01123v1 Announce Type: new
Abstract: Recent advancements in low-light image enhancement have leveraged diffusion models for their strong ability to generate perceptually realistic, detaile...
By Ruoyu Guo, Haonan Zhong, Maurice Pagnucco, Yang Song
WildShadowRemover is a framework that adapts a pretrained video diffusion model for robust in-the-wild video shadow removal using LoRA fine-tuning. It augments the frozen VAE decoder with a detail injection module and introduces a shadow‑mask‑guided frequency‑decomposed modulation module to restore high‑frequency textures while suppressing shadow artifacts, with monocular depth priors providing geometry‑aware guidance. The authors also create WildShadow, a large‑scale paired video shadow removal dataset, and show that their method outperforms existing approaches in shadow removal quality, temporal consistency, and generalization across challenging real‑world scenarios.
By Jiamin Xu, Cong Wang, Zheng Dong, Chi Wang, Renshu Gu, Weiwei Xu, Gang Xu
We present Generative Relightable Avatars (GRA), a person-specific method for photorealistic free-view rendering and environment-map relighting of full-body humans. We postulate that modeling fine-grained appearance details is inherently a one-to-many problem that can benefit from a generative formulation.
arXiv:2604. 10359v3 Announce Type: replace-cross Abstract: Low-light image enhancement (LLIE) aims to restore natural visibility, color fidelity, and structural detail under severe illumination degradation.
By Alexandru Brateanu, Tingting Mu, Codruta Ancuti, Cosmin Ancuti
Recent advancements in low-light image enhancement have leveraged diffusion models for their strong ability to generate perceptually realistic, detailed images. Patch diffusion models further offer a...
arXiv:2512.23667v3 Announce Type: replace
Abstract: Intrinsic image decomposition aims to recover material and illumination factors from RGB observations, but real-world images entangle reflectance w...
By Kang Du, Duotun Wang, Wanling Li, Yirui Guan, Zeyu Wang
arXiv:2606. 06899v1 Announce Type: cross Abstract: Variations in illumination remain a major challenge for visual representation learning, as they induce substantial appearance changes both across and within environments.
By Lizhen Zhu, Charantej Reddy Pochimireddy, James Z Wang, Brad Wyble
arXiv:2604.06161v3 Announce Type: replace-cross
Abstract: Most digital videos are stored in 8-bit low dynamic range (LDR) formats, where much of the original high dynamic range (HDR) scene radiance i...
By Zhengming Yu, Li Ma, Mingming He, Leo Isikdogan, Yuancheng Xu, Dmitriy Smirnov, Pablo Salamanca, Dao Mi, Pablo Delgado, Ning Yu, Julien Philip, Xin Li, Wenping Wang, Paul Debevec
Recent advances in 3D Gaussian Splatting have demonstrated unprecedented success in novel view synthesis. However, the substantial inference and storage overhead driven by high-order Spherical Harmonics (SH) are primary bottlenecks for mobile platforms.