Summary
This paper proposes UniSDF, an improved NeuS architecture capable of reconstructing photorealistic reflective surfaces and robustly working in real-world scenes. The method models reflective color and base color as separate MLPs, using learned weights to blend them and obtain the final colors. Qualitative and quantitative results on several datasets demonstrate that the method surpasses other baselines and results in fewer geometric artifacts.
Strengths
The method proposes a new network architecture to better represent the reflective radiance field, although most of the concepts are derived from previous works. There are some original contributions, such as the blending between two fields inspired by NeRFRen, which is extended to non-planar surfaces, and the coarse-to-fine training from Neuralangelo, used here to reduce the ambiguity of reflections. Therefore, while the method is novel, its significance is not substantial.
Another strength is the robust and high-quality reconstruction demonstrated in the paper and supplementary material, which surpasses other baselines. This is valuable since this problem is crucial in real-world 3D reconstruction scenarios.
Weaknesses
The biggest weakness is the lack of physical interpretation. In Eq. 8, the final color is a linear combination of the camera view and reflected view radiance fields, resulting in unclear physical meaning for each color component. Although the method focuses on novel view synthesis and geometry reconstruction regardless of the underlying physical components, this lack of physical meaning leads to ambiguity about the assumptions the authors have for the reconstructed scene.
For example, the model doesn't account for how reflections change with different surface roughness, raising the question of whether it will perform well on surfaces with spatially varying roughness. Additionally, the model does not explicitly trace the reflective ray but instead models the color of the reflective ray through an MLP. This raises concerns about its ability to handle near-field lighting conditions effectively.
Furthermore, I am curious about the differences between Ref-NeRF's equation c = diffuse + specular × tint and Eq. 8 c=(1−w) c_cam+w c_ref. Will these two modeling approaches yield similar performance?
Questions
1. Title: It's unclear from the abstract and introduction where the "unifying" concept comes from. "Unifying scene representation" suggests combining several scene representations, but theoretically, it is still a NeuS-based representation.
2. Missing Citations:
a. MS-NeRF: Multi-space Neural Radiance Field: This paper also presents a similar idea of linearly combining different color fields.
b. Several Concurrent Works Regarding Reflective NeRF:
i. NeRF-Casting: Improved View-Dependent Appearance with Consistent Reflections
ii. SpecNeRF: Gaussian Directional Encoding for Specular Reflections
c. Reflection Handling in Gaussian Splatting:
i. MirrorGaussian: Reflecting 3D Gaussians for Reconstructing Mirror Reflections
ii. Spec-Gaussian: Anisotropic View-Dependent Appearance for 3D Gaussian Splatting
3. Illustration of Existing Works: In line 131, I wouldn't call Ref-NeRF[43] as using a single radiance field, as it uses two MLPs to model diffuse color and specular color separately (though the specular MLP is conditioned on the feature of the diffuse MLP)
4. Hyperparameters in Final Loss: The final loss contains several hyperparameters for controlling the strength of each term. In my experience, these weights play an important role. It would be beneficial to conduct small ablations or illustrate how these weights were decided.
5. Input Redundancy: The f_ref and f_cam functions take in both the spatial coordinate x and the bottleneck feature b from the SDF MLP. Given that b is already a spatial feature vector, what's the point of adding x as one of the inputs? This seems a bit redundant.
6. Normals and Orientation Loss: There are two normals being produced: n is the normal from the SDF field, and n′ is the MLP-predicted normal. For Eq. 11, Ref-NeRF uses n′ for orientation loss. It's unclear if this is a typo or if n is actually used for the orientation loss.
7. Volumetric Rendering SDF: In line 124, it would be better to cite which volumetric rendering SDF system is used. I assume it's NeuS.
Limitations
There are no potential negative society impact.