Response to AC
We thank AC for the thoughtful and constructive suggestion to further improve our work.
[1] proposes a surface light fields, which maps a point on the base mesh and viewing direction to the radiance of the real geometry. [1] can encode detailed surface texture and view-dependent effects such as rapid changes in specularity and interreflections, and achieve photorealistic novel view synthesis results.
Both [1] and ours can represent full 360-degree ray space with the light fields defined around the base mesh (surface). However, there are two major differences between [1] and ours.
First of all, [1] is bounded to the underlying base mesh while ours can go beyond the base geometry to recover the real geometry lying between the inner and out surfaces. Specifically, [1] can be thought of as the single-surface light fields conditioned on the viewing direction. Although it can represent more geometric details than are actually present (like bump-mapped lighting), it cannot go beyond the surface of the base mesh to recover the real geometry. On the other hand, our two-surface parameterization allows to not only represent the view-dependent effect but also recover the real geometry lying between the two surfaces. This is why the 'single-surface + viewing direction' variant (main paper Tab.2-b, Fig.5-b) performs better than the 'single-surface' variant (Tab.2-a, Fig.5-a), but performs worse than our two-surface model (Tab.2-c, Fig.5-c). The effectiveness of our two-surface representation in recovering the real geometry is also presented in the results with coarse mesh and even SMPL model (main paper Fig.6, Tab.2 and rebuttal.pdf Fig.2, Fig.4). Please note that the ablations in the main paper are done only with L1-supervision to disentangle the effect of perceptual supervision and prove the effectiveness of our two-surface design. For the ablation results with full L1+perceptual supervision, please refer to rebuttal.pdf-Tab.1 and Fig.1, which also verify the superiority of our two-surface approach.
Moreover, [1] can only represent the static scene while ours can represent and control the dynamic scene, i.e., the human. This is because our light fields are defined on the deformable surface. Also, additional conditioning on the motion history (i.e., temporal normal maps) allows us to represent motion-dependent deformations such as changes in wrinkles.
In summary, both [1] and ours can parameterize full 360-degree ray space by defining the light fields around the mesh surface. However, while [1] is a single surface-based method that is bounded to the underlying mesh surface and can only represent the static scene, our two-surface approach can recover the real geometry lying between the inner and out surfaces and can represent and control the dynamic scene (i.e., human).
We will cite [1] and include the above discussion in the final revision.
[1] Wood, Daniel N., Daniel I. Azuma, Ken Aldinger, Brian Curless, Tom Duchamp, David H. Salesin, and Werner Stuetzle. "Surface light fields for 3D photography." In Seminal Graphics Papers: Pushing the Boundaries, Volume 2, pp. 487-496. 2023.