Summary
This paper proposes Variational Score Distillation (VSD), which is a new generalization of Score Distillation Sampling (SDS) that is based on
Strengths
The biggest strength of this paper is likely in its practical applicability; notably, I find it impressive that the paper is able to produce good results with a batch size = 1. Many prior works need larger batch sizes, and especially mesh generation (as in Magic3D) suffer if they do not have large batch sizes which significantly hurts performance. This is significant, as it makes text-to-3D generation much more feasible without access to a large GPU cluster / DGX sort of machine. However, it's not unclear if this is really due to VSD (more on this in the weakness section).
There are also other practical benefits to this algorithm, like the additional diversity in the output that they can offer. This is also significant, as one of the practical needs in deploying a text-to-X system is being able to 'reroll' for better outputs that better align with the user's intent through the text prompt. This is something that VSD uniquely offers.
The paper is also very well written, and the writing is very clear despite the complexity of what is being described. I do have a couple of more detail-oriented questions that I will ask in the questions section.
Weaknesses
I am slightly unconvinced about the effectiveness of VSD when it comes to increased quality.
First, as a baseline, the generated results qualitatively do look much better than DreamFusion or Magic3D. The user studies agree, with an overwhelming margin (90+%).
However, it is also the case that the generated results in this paper _without_ VSD and with just the higher resolution prior (and annealed t) already looks arguably significantly better than DreamFusion or Magic3D. Without a user study to then compare against this result with and without VSD, it's hard to make the claim that VSD itself is the factor that contributes most significantly to the improved quality. It's not entirely made clear in the paper what exactly is the factor that leads to this significantly quality increase. Empirically, high resolution NeRF training for SDS with Stable Diffusion has been difficult to make work (just even based on open source re-implementations of various papers), _especially_ with a small batch size of N=1 that they claim in the paper... so I am very curious what leads to the quality increase. But also it makes me question whether VSD really adds much in terms of quality without more examples or a user study. (Figure 5 does show an example where there seems to be perceived difference, but in my own experience, this is a minor difference that could just be caused by a slightly different hyper parameter)
Figure 17, although it's only on a single example, somewhat confirms this since the high CFG weight seems to result in very similar results with the VSD results with low CFG. Although high CFG weight is a factor for over saturation, some of the results with VSD also seems to suffer from over saturation anyways.
Regardless, VSD does offer other benefits like diversity. But it would be amazing to hear from the authors on their thoughts on this quality difference in the SDS baseline. Ideally a user study can compare between their baseline NeRF generation results with SDS against VSD, but I understand if that's difficult.
At the very least, there should be more examples (beyond the single example they show in Figure 5) that compare between their baseline NeRF results with SDS vs VSD. This would make this paper an extremely solid contribution. (it's also possible I just missed something).
Questions
1. In Figure 3, the VSD results generate slightly more 'oversaturated' results in comparison to ancestral sampling. Similarly, the mesh results in the paper generally seem to still suffer from over saturation issues (although some of this is likely just due to not modeling accurate physically based rendering). Is there any explanation for the perceived differences between VSD and ancestral sampling and why they lead to these qualitative differences?
2. For the SDS experiments (in Figure 17 in the appendix, for example), what are the experimental settings? Do they use the same batch size = 1 with all of the same hyper parameters as the VSD? What hyper parameter differences exist between this and DreamFusion, Magic3D?
3. How does the SDS NeRF results from this paper (without VSD) compare to DreamFusion and Magic3D in terms of perceived quality? What are the factors that cause this quality difference?
Rating
6: Weak Accept: Technically solid, moderate-to-high impact paper, with no major concerns with respect to evaluation, resources, reproducibility, ethical considerations.
Confidence
3: You are fairly confident in your assessment. It is possible that you did not understand some parts of the submission or that you are unfamiliar with some pieces of related work. Math/other details were not carefully checked.
Limitations
The limitations are addressed, although I have a lot of questions about the actual efficacy of VSD with respect to quality improvements. It would also be nice to have a broader statement on the societal impacts (even if it's somewhere in the appendix, unless I just didn't see it) since text-to-3D models are something that can bring potentially harmful impacts to the labor market around content creation.