Summary
Inspired by the task of novel view synthesis, this paper additionally considers the audio modality and thus proposes an interesting new task: real-world audio-visual scene synthesis. Specifically, the task is to synthesize new videos with corresponding spatial audio along arbitrary novel camera trajectories by learning from a video recording of an audio-visual scene. To solve this problem, the authors resort to AV-NeRF, an A-NeRF for spatial audio synthesis, and a V-NeRF for video synthesis, respectively. For V-NeRF, they directly use the Vallina NeRF model. For A-NeRF, they explore extracting 3D geometry and material properties from the corresponding visual cues of V-NeRF. Moreover, a coordinate transformation module is proposed for more accurate spatial sound reconstruction. Better performance on a self-collected real-world dataset RWAVS and a simulation-based dataset SoundSpaces demonstrates the effectiveness of the proposed method AV-NeRF.
Strengths
1. This paper proposes an interesting task: real-world audio-visual scene synthesis, which extends the task of novel view synthesis from only visual modality to multiple modalities.
2. The A-NeRF architecture introduced in this paper is well-designed. It considers sound propagation and view directions, which is quite reasonable. Besides, the coordinate transformation is also shown effective through comprehensive experiments.
3. Exhaustive experiments show the superior performance of AV-NeRF over several strong baseline methods.
4. The whole paper is well-written and presented in a coherent manner.
Weaknesses
1. The design of the most important module AV-Mapper is not reasonable. First, the authors just use a pretrained ResNet-18 network to extract RGB and depth features from RGB and depth images. I'm curious how the ResNet-18 network could obtain material information from RGB images since the semantics can't imply the material properties at all. For a black desk, I can't tell if it's made of wood or steel just from the appearance. Actually, the authors can do some testing experiments, such as conducting color jittering and seeing what happens, or cross-scene testing to see whether the ResNet-18 network can extract materials and geometry information. Second, depth images can't inform all the geometry information. For example, the occlusion, which significantly influences sound propagation, can't be reflected on depth maps.
2. For spatial audio modeling, a useful metric that can really reflect the necessity of distance and view directions is required. Can the distance help to determine the energy of sounds on the receiver side? It's impossible to tell only from MAG and ENV metrics. The quantitative result w.r.t. **a new useful metric** should be provided in the paper. Similarly, I can't tell whether the view directions are useful for modeling the relative energy of left and right channels. I also wonder which one is more important for spatial audio modeling.
Questions
1. How can the network obtain the distance between the camera and the sound source only from their positions? As we all know, distance calculation includes square and square roots, which are hard to approximate with simple neural networks.
2. The coordinate system in each scene. How to determine the origin?
Rating
6: Weak Accept: Technically solid, moderate-to-high impact paper, with no major concerns with respect to evaluation, resources, reproducibility, ethical considerations.
Confidence
5: You are absolutely certain about your assessment. You are very familiar with the related work and checked the math/other details carefully.
Limitations
1. The biggest limitation is the inappropriate modeling of AV-Mapper. The authors claim this module can obtain the material and geometry information from V-NeRF. However, from the perspective of this reviewer, such important information can't be inferred from the current design. Please refer to the weaknesses for details.
2. The current evaluation protocols can't validate the effectiveness of some modules employed in the paper.