Summary
This paper proposes a new pipeline called 4Real, aiming for more photorealistic text-to-4D generation than prior work. The method first generates a reference video, then learn a canonical 3D representation from a freeze-time video. Afterwards, per-frame and temporal deformation are learned to model the gap between the canonical representation and the targeted video. This paper compares with two baselines and includes both visualizations on 30 examples and user study. The method is also much faster than prior work.
Strengths
1. This paper has lifted the requirement of training a 3D generative model using limited synthetic data from prior work. This is important since there are much less available 3D assets than videos in the real world. This paper shows a potential way of fully unleashing the power of the abundant diverse video data in improving the text-to-4D models.
2. The model takes 1.5 hour for testing, which is much faster than 10+ hours from previous methods. Although it is still very slow compared to other text-to-X models, it's already a great improvement.
3. The paper has a good presentation and is well-written. It also shows all the testing results in the supplementary.
Weaknesses
This paper has clearly identified quite a few key limitations of prior work and aims to solve them, which is great. But I don't think all of these claims have been validated. For example:
(1) this work captures the interaction between objects and environments
From all the submitted video results, they do not seem to include much (or any) interaction between the object and the environment (e.g., relative global movement between them). For example, for the "bear driving a car" comparison between ours and 4Dfy, the car in "our result" is not moving on the lawn. The movement only comes from the bear inside the car.
(2) prior work being object-centric while this work not.
Although it's clear that the compared baselines only generate foreground object while the proposed method also creates the background environment. Since there's not much interaction between the background and foreground (as explained above), a better baseline would be generating an empty background/environment that suits the prompt/foreground and then putting the baseline-generated object properly in the environment.
Questions
1. From the results, it does seem that the baselines generate much less realistic objects than the proposed method as the paper has claimed. However, existing text-to-3D models have proved their power in generating realistic 3D assets [20, 24, etc.], so could it because the 3D generation model used in baselines are a bit outdated or the prompts were not the best ones? Maybe the realism in the baseline results can be largely improved by a bit prompt engineering (e.g., adding keywords like "realistic" in the prompt) or updating their used 3D generation model?
2. Does the deformation model also time-varying appearance or only time-varying geometry?
3. Minor suggestions:
(1) maybe adding the input prompt to Fig. 4 may help the readers better understand the output content and quality.
(2) Some typos:
L24: ", E" -> ". E"
L292: missing a period.
Limitations
The limitations seem to have been sufficiently discussed.