Skip to main content
GameDev.net gamedev.net
Research Paper

This is an academic paper or technical research. Key findings may require technical background to fully understand.

Explore Research Radar

PRO Tired of ads? Read GameDev.net ad-free and help keep the community independent with GameDev Pro — $3/month.

arXiv cs.GR
arXiv cs.GR Research
· 2 weeks, 4 days ago • Tarun Yenamandra, Jonathon Luiten, Daniel Cremers, Nathan Matsuda

Lens Flare Removal and Reconstruction

Briefing

arXiv cs.GR details a lens-flare removal and reconstruction pipeline aimed at a problem that matters for both capture and rendering workflows: flare can wreck downstream 3D scene reconstruction because it belongs to the camera, not the scene. The authors target large, image-filling flares rather than the small halos most prior methods handle well.

To tackle removal, they build a new large-flare dataset by combining public real-world data with procedural generation, then fine-tune a diffusion model to suppress complex flare patterns. That makes the work relevant to anyone building preprocessing for photogrammetry, SLAM, or image-based reconstruction, where bad input frames can poison the whole pipeline.

The more unusual part is reconstruction. The paper introduces an explicit flare representation that exploits symmetry around the camera principal point, then jointly optimizes that model with a Gaussian splatting scene representation. In practice, that lets the system decompose a scene into flare and non-flare components, re-render the flare, and transfer it to novel images or even new 3D scenes.

The authors also say the pipeline holds up even when automatic light-source localization is imperfect, and they evaluate both removal quality and flare/scene decomposition on an established benchmark plus a new large-reflective-flare set. For game teams, the takeaway is a potentially useful bridge between cleanup tooling and stylized, controllable flare effects.

“lens flares remain effective artistic tools, widely used in the media”

— Tarun Yenamandra et al. · Motivation for reconstructing flare instead of only removing it
Original source
Read on arXiv cs.GR
At a glance
what
A lens-flare removal and reconstruction pipeline that handles large, image-filling flares
who
Tarun Yenamandra, Jonathon Luiten, Daniel Cremers, and Nathan Matsuda
when
Submitted to arXiv on 30 Sep 2026
impact
Could improve image cleanup for reconstruction pipelines and enable editable flare transfer in 3D workflows
Signal Positive

Useful for cleanup and controllable flare workflows

Discuss

Follow graphics updates

See relevant stories in your personalized news feed.

Sign in to follow

Continue on GameDev.net

Useful next steps related to this story.

Game development news without the noise

One useful weekly briefing. No daily flood.

Sending your confirmation email…

Discussion

Loading comments...

Recommended resources

Graphics Programming Resources

See full guide
Real-Time Rendering, Fourth Edition cover
Editor pick Community pick

Real-Time Rendering, Fourth Edition

Amazon · Book

Real-Time Rendering combines fundamental principles with guidance on the latest techniques to provide a complete reference on three-dimensional interactive computer graphics. It will help you increase speed and improve image quality and learn the features and limitations of acceleration algorithms and graphics APIs. This latest fourth edition has been updated to include a chapter on virtual reality and augmented reality and covers new topics such as visual appearance, global illumination, and curves and curved surfaces. It is for anyone serious about computer graphics who wants to learn about algorithms that create synthetic images fast enough that the viewer can interact with a virtual environment.

GameDev.net may earn a commission if you purchase through these links. This helps fund the site at no extra cost to you.

Programming with wgpu in Rust cover
Editor pick

Programming with wgpu in Rust

Amazon · Book

Unlock the full power of modern graphics programming with wgpu and Rust. This comprehensive guide takes you from foundational GPU concepts to advanced real-time rendering and compute techniques—equipping you to build fast, safe, and cross-platform graphics applications. Written for intermediate to advanced Rust developers, this book provides clear explanations, hands-on examples, and detailed insights into how GPUs process and render data. You’ll explore everything from the fundamentals of buffers, shaders, and pipelines to advanced topics like deferred rendering, shadow mapping, and GPU compute workloads.

GameDev.net may earn a commission if you purchase through these links. This helps fund the site at no extra cost to you.

GameDev.net may earn a commission if you purchase through these links. This helps fund the site at no extra cost to you.