Summary
The paper utilizes a given triangular mesh for free-form shape deformation of Gaussian-splatting with self-adaption. By parameterizing each Gaussian in the local triangle space and decoupling the local and global transformations, the proposed method maintains the local rigidity and preserves the relative location between Gaussian, which is robust to inaccurate meshes. The authors demonstrate the method editability in three tasks, large deformation, local manipulation, and soft body simulation.
Strengths
1. The paper is well written and straightforward.
2. The paper proposes to bind Gaussians to a local triangle space, which maintains the local rigidity and preserves the relative
location between Gaussians, allowing the method to preserve the high-fidelity rendering results after manipulation.
2. The manipulation results are vivid and interesting, especially the soft body simulation.
3. The authors demonstrate the editability of the method on three different tasks, which shows the capability of the method in various scenarios.
Weaknesses
1. The authors need to compare their method with GaMeS or Mesh-GS to demonstrate their contributions. In comparison to GaMeS which constrains the Gaussians on the surface exactly, the main contributions of Mani-GS are (1) attaching the Guassians to local space rather than global space, and (2) allowing Gaussians to offset out of the attached triangle. Could the authors provide some qualitative results that support those two contributions? In terms of the rendering quality given an inaccurate mesh and the rendering quality after manipulation. For example, given the Poisson mesh in Fig.8, where part of the pot is missing, Mani-GS can better fill the missing part than GaMeS since it allows the offset. And for example, show a case where the rendering quality of Mani-GS is better than GaMeS after manipulation due to the local triangle space.
2. In line 333 authors propose to use an adaption vector to scale both the offset vector and the scale of the Gaussian. However, the adaption vector solely depends on the length of the three triangle edges. Imagine stretching a triangle along its plane, e1, e2, e3 will all increase as the edge lengths get larger. Since e2 increases, the offset of the Gaussian along the triangle's normal direction will get larger, the Gaussian will move farther from the plane. A concrete example could be the Poisson mesh in Fig. 8, since part of the pot is missing, to be able to reconstruct the pot there must be lots of Gaussians that have large offsets along the normal directions, in that case if you stretch the pot vertically, I'd expect the Gaussians to expand horizontally as well. Does this lead to artifacts empirically? I'm happy to hear any comments on this.
3. Is the mesh used in Table 1 extracted from SuGaR? If not what's the mesh used there and could you provide the results using the SuGaR mesh for a fair comparison? If yes seems the average PSNR is different from what is mentioned later in line 505.
4. Do you regularize the scale of the local position \mu? I'm concerned that a Gaussian could significantly offset the attached triangle, potentially causing artifacts after manipulation.
5. In line 44 NeRF-Editing is referred to as Yuan et al. 2022, but in the rest of the paper (for example lines 365 and 379) it becomes Liu et al. 2021. The former approach is more relevant for comparison, as it aligns more closely with the context of free-form shape deformation, which the latter approach does not directly address. Is it a typo?