Living experiment record · 16 Aug 2026

Sterkfontein D3: representation and noise-aware loss study

A controlled comparison of Vanilla 3DGS, Vanilla 2DGS, NTF, scalar SVF, channel-wise RGB-SVF, and standalone Textured Gaussians on the same cave scene, reference poses, split, Gaussian budget, and training length.

01 · Protocol

What is being compared

This is a representation/loss pilot, not yet a benchmark claim. The single HDR+ target is held out from training, and all reported still-image metrics are computed on that one view.

89noisy camera-linear sRGB training views
1held-out HDR+ test target
100kfixed maximum Gaussian budget
30koptimization steps per method
Fairness controls. Official reference COLMAP geometry; identical train/test split; identical initialization budget; no tone-mapping mismatch between prediction and target. The trajectory videos use one shared interpolated COLMAP path at 1020×765, 158 frames, and 24 fps.
02 · Inputs

Training and test examples

The training frames contain view-dependent spotlight motion, shadows, clipped highlights, and sensor noise. The test image is the released HDR+ reference at a held-out pose.

Training frames

Training frame 1
Train #001Noisy camera-linear sRGB
Training frame 20
Train #020Different pose and illumination
Training frame 40
Train #040Moving spotlight / shadows
Training frame 60
Train #060View-dependent exposure pattern

Held-out test target

Held-out HDR+ test target
03 · Full view

Same held-out camera, separated images

Unlike the raw trainer output, each card contains only the reconstruction. GT is shown once as its own card, making exposure, boundary, and texture differences easier to see.

Ground truth
HDR+ targetHeld-out reference
Vanilla 3DGS
Vanilla 3DGS30k · 20.339 dB
Vanilla 2DGS
Vanilla 2DGS30k · 20.312 dB
NTF plus 2DGS
NTF + 2DGSBest PSNR/SSIM among completed methods
Scalar SVF plus 2DGS
Scalar SVF + 2DGSThreshold-free variance stabilization
RGB SVF plus 3DGS
RGB-SVF + 3DGSChannel-wise calibrated loss
RGB SVF plus 2DGS
RGB-SVF + 2DGSChannel-wise calibrated loss
Textured Gaussians
Standalone Texture-GS30k final render
04 · Pixel inspection

Three fixed crops

Every crop uses identical source coordinates. Use these panels for rock microtexture, ceiling boundaries, and dark-region stability; the full images above remain available for context.

A · Central illuminated microtexture

High-frequency rock texture under strong spatially varying illumination.

B · Ceiling and occlusion boundary

Fine geometry, dark crevices, and the edge of the spotlight.

C · Dark right-hand structure

Low-signal texture where noise-aware losses should matter most.

05 · Quantitative result

Held-out HDR+ target at 30k

PSNR and SSIM favor pixel alignment; LPIPS is more sensitive to perceptual texture. The Texture-GS row is filled from its final checkpoint.

MethodRepresentationLossPSNR ↑SSIM ↑LPIPS ↓
Vanilla 3DGS3D GaussianRGB20.3390.63390.5296
Vanilla 2DGS2D GaussianRGB20.3120.63390.5156
NTF + 2DGS2D GaussianNTF20.4020.63640.5069
Scalar SVF + 2DGS2D GaussianScalar SVF20.2570.63250.5082
RGB-SVF + 3DGS3D GaussianRGB-SVF20.2350.63080.5196
RGB-SVF + 2DGS2D GaussianRGB-SVF20.2540.63240.5104
Standalone Texture-GSTextured GaussianRGB20.2080.60960.4056
Current signal. NTF provides the best pixel-aligned result among the standard GS variants. Texture-GS reaches LPIPS 0.4056 at 30k versus 0.5069 for NTF, suggesting a strong perceptual-texture benefit that PSNR does not capture; its lower PSNR/SSIM also warns that the texture is not perfectly pixel-aligned.
06 · Temporal comparison

One synchronized camera trajectory

These are novel-path diagnostic renders, so there is no GT video. Compare flicker, floaters, geometry tearing, exposure continuity, and whether fine rock texture remains stable under motion.

0:00 / --
Vanilla 3DGSShared 158-frame path
Vanilla 2DGSShared 158-frame path
NTF + 2DGSNoise-aware loss
Scalar SVF + 2DGSThreshold-free transform
RGB-SVF + 3DGSChannel-wise transform
RGB-SVF + 2DGSChannel-wise transform
Standalone Texture-GSTexture representation
07 · Reading the pilot

What this experiment currently says

NTF transfers weakly but consistently

It improves all three still-image metrics over Vanilla 2DGS, but the magnitude is small. Cave D3 is not dominated by the same stationary synthetic sensor noise as the x64 study.

RGB-SVF is not sufficient here

Per-channel shot/read calibration does not model moving spotlight, cast shadows, clipped highlights, and residual photometric inconsistency. The Dark3R gain does not directly carry over.

Representation matters

Texture-GS strongly improves LPIPS while sacrificing pixel-aligned SSIM. The synchronized trajectory is the important test for whether that gain is stable surface detail or view-dependent artifact.