Summary
The paper proposes an approach to 3D generation at the object level with the help of diffusion models. The main challenge in using diffusion model to generate 3D is the choice of 3D representation that fits well with the denoising network. The paper proposes using fixed number of Gaussians lying on a regular 3D grid. Each cell of the 3D grid stores the parameters of the Gaussians along with an offset from the cell. However, the Gaussians trained using Gaussians Splatting can lie on arbitrary coordinates. In order to assign a Gaussian to the cell of the grid, the paper proposes using Optimal Transport algorithm. This datastructure is called GaussianCube and result in shape being represented with smaller number of parameters.
Based on this GaussianCube data structure, we can train a 3D diffusion model to generate 3D shapes via Gaussians. This network can also be used to predict Gaussians in conditional manner e.g. image, text etc.
The resultant generative model produces 3D consistent representation via Gaussian splatting, follows conditioning signal accurately, fast inference (5 sec) and lower number of parameters.
Strengths
The paper proposes a novel approach to consistent 3D generation with the help of diffusion model. The formulation of 3D dataset structure GaussianCubes is interesting as it allows 3D convolution on an unstructured data i.e. set of Gaussians.
The paper is mostly well written and describes the proposed approach well.
Experiments are performed on relevant dataset and evaulated against valid baselines.
Overall it is a good work showcasing how to combine diffusion model with Gaussian splatting in an end to end training resulting in better performance across several benchmarks.
Weaknesses
1. Despite good results, my main concern is in the scalability of this approach. Given enough compute, we will be limited by the amount of 3D data. This is one of the reason of many efforts in 3D generative models based on images or videos only, as they are in abundance. I am skeptical can be used to generate assets for real applications. (Authors rebutting this should focus on how data scalability be achieved?)
2. How expressive and generalizable is the model in term of fitting many datasets (shapenet, objaverse etc) jointly? (Authors should not do experiments if they have not already tried training on all datasets.)
3. I find it quite surprising that the GaussianCube data structure works well even when trying to fit shapes with different scales and dimension. I expect that this representation will be hard to scale for complicated topology and intricate details where number of gaussians required to approximate the shape will be quite large. (Authors should discuss it in the rebuttal.)
4. Missing training time and compute requirement for training diffusion model. (Authors should provide this data in the paper.)
Questions
1. In my opinion, Figure 3 is not required. The textual explanation is enough.
2. What are the failure cases of optimal transport? Have authors considered a learnable scattering of gaussians to cubic grid? (Authors should discuss this in the rebuttal.)
Limitations
Limitations and societal impacts are described in the Supplementary material.
Though the scope of the paper is 3D asset generation and experiments are done accordingly, I would have appreciated some discussion on large scale scene generation also.
I suspect that there are failure cases of optimal transport. If so, they should be described.