Summary
Spherical harmonics-based 3D Gaussian splatting (3DGS) struggles with specular and anisotropic components. To address this problem, the paper proposes adopting anisotropic spherical Gaussians (ASG). However, directly adopting ASG does not demonstrate superior performance in representing specular and anisotropic parts. Therefore, the paper proposes separating diffuse and specular components from color representations and using a feature decoupling MLP to generate colors from ASG features. Through experiments, the paper demonstrates improved ability to represent highly specular parts.
Strengths
**Novelty**
The idea of adopting ASG for color representation in the Gaussian Splatting framework is novel.
**Performance**
The paper demonstrates significant performance improvements across different datasets.
Weaknesses
**Related Works**
The related works section could better highlight the differences and advantages of this paper compared to other studies. The paper does not mention other works on specular scenes and objects. For instance, GaussianShader is another 3D Gaussian splatting-based method for specular scenes and objects, yet it is not mentioned in the related works section, even though it is referenced elsewhere in the paper. The related works section should compare this method with prior works, such as SpecNeRF (CVPR 2024), and highlight their limitations and how the proposed method overcomes them, or emphasize the novelty of this paper.
**Mathematical Notations**
The mathematical notations could be improved.
The inner product is represented both by $\cdot$ (Line 145, Eq. 11) and $\langle \rangle$ (Eq. 10).
Additionally, $\cdot$ denotes element-wise multiplication (Eqs. 5 and 6), inner product (Line 145, Eq. 11—inside the parenthesis), scalar-vector multiplication (Eq. 11—outside the parenthesis), and scalar-scalar multiplication (Eqs. 4 and 12).
At least element-wise multiplication and inner product should use different notations.
And using the same notation for different operations within a single equation (Eq. 11) should also be avoided.
**Coarse-to-fine Training**
Coarse-to-fine training is not a novel approach within the 3DGS framework.
For example, “EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingS” already proposed a similar coarse-to-fine training approach.
Questions
Line 144: Is $\xi$ really $\mathcal{R}^2$ or is this a typo of $\mathcal{R}$?
Lines 185: Could you specifically state what is decoupled through $\psi$.
Line 191: There are no equations for pure ASG nor pure MLP. Could you state the equations or clarify how they work? For example, for pure MLP, is $\kappa$ removed from Eq. 10 and only $\Psi(\gamma(d), \langle n, -d\rangle)$ used?
Lines 232-234: This seems contradictory to lines 178-179. Could you clarify which one was actually used during the experiments.
Lines 242-244 and Tabs. 3 and 4: Based on the explanation, Ours-light refers to 3DGS + ASG, while Ours-w/ anchor refers to Scaffold-GS + ASG. However, it is unclear what the performance version (Ours) refers to. As stated in lines 220 and 221, is the performance version the same as the light version (3DGS + ASG) with a lower threshold $\tau_g$? If so, clarifying this in the experimental section would help readers understand what the performance version is.
Fig 6: Lines 181-183 and 277 state that directly using ASG leads to an inability to represent specular and anisotropic components. If “Ours w/o MLP” is the one, clarifying this in the caption could help with understanding. In addition, the meaning of “MLP” in “Ours w/o MLP” is ambiguous. It is unclear whether MLP in Fig. 6 refers only to $\Psi$ (Eq. 10) or both $\Psi$ and $\phi$ (line 233).
**Color separation**
As shown in Eq. 9, the proposed method separates diffuse and specular components.
What happens without color separation? Additionally, what happens if the diffuse part is also represented through ASG? Based on the ASG paper, replacing SH with ASG can improve performance. Therefore, could you provide a reason why the diffuse part still uses SH?
Limitations
The paper stated its limitation.