Summary
The paper presents a 3D-aware GAN (3DGAN) framework using a 3D Gaussian Splatting model.
Given a collection of single view 2D images (e.g., FFHQ, AFHQ), the proposed method can train 3D aware images of comparable quality to SOTA NeRF-based method, but with a much faster rendering speed (up to 100x) during inference, thanks to the efficient 3DGS representation. The paper achieves strict 3D consistency as all the pixels are rendered with 3DGS without relying on post 2D super resolution (EG3D). This is among the first works (e.g., Gaussian Shell Maps in CVPR2024) that introduce the 3DGS in 3DGAN framework.
In details, the paper uses hierarchical gaussian representations, and the 3D representations are learned in a coarse-to-fine manner.
To regularize the generation of 3D Gaussians the paper introduces anchor gaussians which will create the next level gaussians, but the anchor gaussians itself were only used for regularization. Additional regularization losses are applied to the coarsest level gaussian anchors to regularize their positions.
In terms of the generator architecture, the paper borrows similar structures from StyleGANs, similar to other 3D GANs but introduces some attention-based MLP architectures.
The paper also introduces the layerscale layer, which is initialized to be zero to stabilize the positions of the gaussians in the early stage of the training. Coincidentally, the same strategy was also used in GGHead.
Strengths
-The paper presents a 3D GAN framework using a 3D GS representation. The method achieves strict 3D consistency and a significantly improved speed while achieving comparable FID scores to SOTA NeRF methods (e.g., Mimic3D)
-learning 3D representations from a single view in the wild image collection is an important research area and this area has improved significantly due to the improved computational efficiency of 3D representation (e.g., triplane in EG3D). The use of 3DGS in 3DGAN will likely boost the overall quality of 3D learning from in the wild 2D images, and the similar method could be applied in the future to learn other domains (e.g., objects, full body etc).
-The paper seems to have sufficient numerical and qualitative comparisons.
-The paper is easy to follow.
Weaknesses
-The related work section is extremely short and is lacking a lot of relevant citations. Please look at recent papers in the similar area
(e.g., **GGHead: https://arxiv.org/abs/2406.09377**,
**WYSIWYG: https://research.nvidia.com/labs/nxp/wysiwyg/**),
and properly cite all the related works. This is a major issue.
-Gaussian Shell Maps is also a highly relevant work (CVPR 2024), the code is available here: https://github.com/computational-imaging/GSM
-Most technical details are provided but some important details seem missing (see below)
Questions
-On the most important technical contribution, I did not fully understand why the paper needs to introduce anchor gaussians. Couldn't the same regularizations (if they exist at all) applied to the rendering gaussians themselves?
-In early 3D GAN research (e.g., pi-GAN), they used fully MLP-based architectures to learn unconstrained 3D space, but later EG3D showed triplanes are a more efficient 3D representations. Did the author consider the use of triplane?
-How many Gaussians are used in total with all layers and how sensitive the method is for the number of gaussians? I think this is an interesting question many readers would be interested in.
-it seems that the position regularizations only applied to the coarsest level in Eq (10). What about scale regularizations? What about regularizations to other layers? Please clarify.
-In Eq (4), why there is an additional delta s, which seems to be doing the same thing as s^{hat_l}? How is delta s < 0 enforced in the loss? This detail seems missing.
Limitations
The limitations and potential negative impacts are explained. Additional limitation could be the generated image quality is still not on par with post 2D super resolution 3DGAN baseline (EG3D).