Summary
In the paper, a novel method for view synthesis is proposed. More specifically, for given posed RGB input images, multi-resolution hash grid features are trained which are rendered to the image plane via volume rendering. The rendered feature is that passed through an MLP, processed with Spherical Harmonics (SH) feature encoding schemes, and then the final color is predicted. The main difference of the proposed system to previous NeRF models is that in 3D space, only feature grids without any MLP layers are optimized, and the view-dependent color prediction is only performed on the rendered features, i.e. "deferred shading" is applied.
Strengths
- Results: I believe the main strengths of the paper is that the proposed system leads to good results, i.e. the proposed system outperforms SOTA methods such as Zip-NeRF or Instant-NGP on the two dataset types in both, the reported training times as well as the reported view synthesis quality.
- Ablation Study: A rather extensive ablation study is performed which I believe makes the manuscript stronger. It highlights the importance of the various components, and helps the reader to understand where the speed / quality improvements are coming from.
- Limitation Section: The manuscript contains a rather extensive limitation section which is beneficial as it portrays a more complete impression of the method.
- Manuscript organization: The manuscript is organized coherently and the information flow is rather easy to understand.
Weaknesses
- Time comparison (L. 216, L. 229): The time comparison is, if I understood this correctly, not reported with running the methods on the same hardware, e.g. different GPUs (RTX 3090 vs V100) are used, and also times are simply adopted from other papers. As the time complexity is the main selling point of this work, I believe this should be reported more accurately by running the methods on the exact same hardware / setup.
- Qualitative Results - Animations: While the reported method achieves high-quality view synthesis performance measured by per-image metrics, the "smoothness" / "3d consistency" between frames is not shown. As the proposed system uses features instead of directly color predictions, the consistency between frames might be lower than for previous methods while not having a significant influence on the per-image metrics. It would there be very helpful to also show animations, e.g. in the form of fly-through videos, to compare methods with this focus.
- Unclear how the “pilot network” is used: Is simply the MLP size changed, or is this operating as the “default NeRF” models, i.e. per-point MLP calls are performed, and then color/density is aggregated via volume rendering? It would be helpful if the description of the pilot network would be made more precise.
- Figure 3: Unclear. What exactly is happening in the individual blocks? Is a per SH feature predicted, and then they are summed together? What is the “bottleneck arrow” indicating? Why is this skip connection actually necessary? The exact math formulations is also not contained in the respective Section 3.4. It would be helpful if the description of the deferred rendering part is more precise and clear formulas are used so that the reader can better understand the exact technique.
- Density prediction: How is the density obtained? Is this stored, similarly to the features, in a 3D hash grid?
- Qualitative Comparison - Figure 5: I think in Figure 5, also results from Zip-NeRF should be shown.
Typos / Unclear passages:
- L. 5: either in occupancy grids -> either in the form of occupancy grids
- L. 8: after neural network evaluation -> after neural network evaluations
- L. 19: View synthesis is a task that synthesizes -> For the task of view synthesis, unobserved views are synthesized …
- L. 36: near surface -> near the surface
- L. 39: standard volume rendering technique -> standard volume rendering techniques
- L. 58: NN runnings -> NN calls
- L. 61: to enable one sample on the surface -> to enable one sample-based rendering
- L. 69: modeling the specular effect -> modeling specular effects
- L. 96: represent F by use of MLPs. -> represent F by using MLPs
- L. 97: as N times MLP evaluations are required -> as N MLP evaluations are required
- L. 97/98: Alternatively, recent research shows that -> please add respective citation
- L. 100: organized in the forms of -> organized in the form of
- L. 110: the many times NN running is … -> the many NN calls are …
- L. 111: the importance of a large NN in realistic rendering -> the importance of a large NNs for realistic rendering
- L. 112 - 114: “Considering the fact that valuable samples on the surface are close in terms of spatial position, the queried feature vectors are also very similar as they are interpolated according to their position” -> unclear meaning
- L. 213: reports on the rendering -> reports the rendering
- L. 223: Using learning features organized in hash grids -> Using learned features organized in hash grids
- L. 249: Larger MLP (B, C) -> B does not indicate a “larger MLP” if I understood these symbols correctly. I would also suggest to structure the names and ablation study slightly different, e.g. with the typical “Baseline”, “+ GeLU”, “+larger MLP”, etc naming convention; currently, it is very cryptic and hard to understand.
Missing Citations:
- PlenOctrees For Real-time Rendering of Neural Radiance Fields, Yu et al., ICCV 2021
- Plenoxels Radiance Fields without Neural Networks, Yu et al., CVPR 2022
Questions
- Are the time comparisons performed with respect to different hardware, e.g. RTX 3090 vs V100 GPUs?
- Could the authors expand on the "3D consistency" / "smoothness" of in-between frames when rendering a fly-through, compared to non-feature-based methods such as ZipNeRF?
- How exactly is the pilot network used? Is this predicting density and color per 3D sample point, or is this a smaller network but also operating on the rendered feature?
- Could the authors explain the SH-based deferred rendering technique more precise?
- Is the density predicted in 3D and stored in 3D hash grids, similar to the features?
Rating
5: Borderline accept: Technically solid paper where reasons to accept outweigh reasons to reject, e.g., limited evaluation. Please use sparingly.
Confidence
4: You are confident in your assessment, but not absolutely certain. It is unlikely, but not impossible, that you did not understand some parts of the submission or that you are unfamiliar with some pieces of related work.
Limitations
- The authors discuss limitations of their work in the main manuscript. They mainly discuss the limitation of per-scene optimization and comparably slow / not yet real-time rendering times. I believe the limitation discussion is OK like it is; if some interesting failure mode could be illustrated with a figure, this could be interesting to add to the manuscript.