More discussion
Thank you for the suggestions. We have provided further clarification below and will incorporate the discussions in the revision.
**1. Use of MLPs for SDF fields and dense voxel grids**
Thanks for further clarifying your primary concern, which suggests that the shape latent code could be used to further achieve physically plausible object reconstruction for each individual object, similarly to the auto-decoder in [38]. However, we believe that this method may present the following three issues:
* The optimization for the shape code in [38] does not allow for the incorporation of image conditions, and directly integrating rendering loss remains unexplored. In contrast, our method can seamlessly incorporate the rendering losses.
* The above method using shape latent codes requires querying two representations for rendering images or exporting a mesh. In contrast, our method only learns a single representation through NeRF MLPs, which is the sole representation queried during inference, making it more streamlined. The dense voxel grid is only used during training to adjust the loss and guide pixel sampling, without affecting SDF calculation.
* The 3D geometry obtained using the shape latent code is constrained by the generalizability of the pre-trained auto-decoder, which converts the code into an object's SDF. Our method, on the other hand, can effectively overfit the scene without the need for extra data priors.
Thanks again for your comments, we will add more clarification in the revision.
**2. Clarification on rendering uncertainty**
Thanks for further clarifying your original concern. We believe that the simple strategy, e.g., 'growing sparsely covered regions', may struggle to effectively address the issues in reconstructing the thin structures, primarily due to two key challenges:
* **How to locate the less reconstructed regions (e.g., sparsely covered)?** Generally it's non-trivial to identify the 3D regions that require further attention. For example, determining the 3D points visible from images is error-pruning (considering the error in the up-to-scale depth estimation and camera poses), computationally intensive (enumeration over the 3D space for all input views), and there is no intuitive method to quantify their sparsity. On the other hand, the rendering uncertainties have been proposed to implicitly achieve this goal from the rendering losses perspective. The physical uncertainty also provides explicit and efficient knowledge of where potentially lacks structure from the external knowledge in the simulation.
* **How to grow these sparsely covered regions?** Designing a heuristic region-growing mechanism within the context of implicit representation can also be challenging, as it may easily lead to degenerated results. This is also the reason why we rely on modulating the rendering loesses to recover the 3D geometry, and only apply physical losses on the contact points. How to effectively grow the region under the image constraints may be a separate problem by itself.
In summary, we believe that the solution to effectively leverage 'simple strategy' is not as intuitive as it may look, and its extension may require extra design choices and hyper-parameter search, which are out of the scope of this paper. However, we will be more than happy to add this discussion to the revision if you have other effective strategies to solve this problem in mind.
**3. Claim of integrating differentiable rendering with differentiable physical simulations**
We clarify our method is distinguished by optimizing the geometry shape using both differentiable rendering and differentiable physical simulations. In contrast, RISP[1] does not optimize object geometry at all, instead, it focuses on controlling given objects within a differentiable physical environment and integrates differentiable rendering into the simulation to improve the generalizability of object control in unknown rendering configurations. PAC-NeRF[2], like vanilla NeRF[3], uses only differentiable rendering to optimize object geometry shape. They employ a physical simulator to optimize the physical properties (such as elastic materials, plasticine, sand, and Newtonian/non-Newtonian fluids) of objects rather than the geometry.
While there are existing works that leverage both differentiable rendering and simulation, our submission and rebuttal describe our work as "the first method to integrate differentiable rendering with differentiable physical simulation *for neural surface reconstruction*." We will add these discussions in the related work section in the revision.