Summary
This work proposes an efficient and performant method for novel view acoustic synthesis using Gaussian Splatting representations of 3D scenes. The proposed model integrates geometry and material conditioning, and offers a way to bridge the gap between visually-useful 3DGS representations and acoustically useful ones, using “audio-guidance” which considers the local environment in Experiments show this outperforms existing NeRF-based approaches while being more efficient.
Strengths
Overall, I think this work makes a very useful contribution. Bridging Gaussian Splatting representations with audio rendering is likely to be of significant interest to the community, and the quantitative results and efficiency seem strong. The experiments and comparisons are helpful, and give me confidence that these results are quite robust.
Weaknesses
The value of $\tau_g$ seems somewhat arbitrarily defined, and the range of tested vicinity sizes is somewhat narrow; given the efficiency of the method. It’s hard to extrapolate what the performance would be with more context (i.e. would it keep going down?). Most of my other suggestions are relatively minor, about the writing and presentation:
- Abstract: “at a 3D scene” -> for clarity, should this be “within” a 3D scene?
- Introduction: “visual rendering of 3D scenes without spatial audio (i.e., deaf)” -> this seems like an inaccurate characterization. Deafness is not about rendering, but about sensation. Spatiality is also not clearly related to this.
- Introduction: “realistic binaural audio synthesis is challenging, since the wavelengths of sound waves are much longer” -> this is not the only reason that this is challenging. Even if you use a simplified (e.g. ray-tracing) model, which would be inaccurate at lower frequencies due to wave-like behavior etc., you would still need a good model of the environment for physics-based rendering, or a large number of spatial measurements for a data-driven approach.
- Introduction: “…modeling 3D geometry and material characteristics of the visual scene objects to instigate direction and distance awareness…” -> while geometry has a direct impact on “direction and distance”, material impacts spatial perception indirectly (through absorption, reflection, and diffusion). Could this be rephrased more clearly?
- Related work: “Anton and Dinesh” should maybe be “Ratnarajah and Manocha”, i.e. last names of authors?
- Related work: Under “Geometry and material conditioning”, the final statement differentiates the current work from prior work by pointing out the non-reliance on scene and geometry inputs, but doesn’t clarify why this is useful. E.g. it could be pointed out that, in the real world, such inputs are often not available, so this work allows generalizing to such settings.
- Figure 2: “Differential Rasterizer” -> “Differentiable Rasterizer”?
- Figure 4: Could there be a subfigure showing 15%, since that seems to give the best overall performance? It would be helpful context, since otherwise the reader needs to interpolate between (c) and (d).
- Section 4.4: “intuitionally” -> “intuitively”?
Questions
- Is $S$ modeled as an omni-directional point source? I assume so because point source is the typical assumption, and an emission direction isn’t given (vs. listener direction d), but it’s worth clarifying.
- I think the notation here could be clearer. For example, $V_C$ and $V_A$ don’t seem used, and it’s not clear to me what their role is? E.g. why is the observation $O_p$ = ($V_C$, $V_A$) instead of ($I$, $a_{bi}$)? If the pose $p$ captures the position and orientation, what do $V_C$ and $V_A$ add on top of this representation? Why is $I$ upper-case and $a$ lower-case here, when they both represent observations? Why is $a_{bi} = \{a_l, a_r\}$ notated as a set, but other sets are notated as tuples? Additionally, shouldn’t $k_l$ be $k_L$, similar for $S$?
- Conceptually, there is a tension between considering the global scene context, as the paper argues for, and dropping points outside the local vicinity of the source and listener (since sound reflections can easily include points from other regions, in principle). Could the authors comment on this? It’s interesting that the optimal vicinity size is not the largest one tested. Is there some intuition for why this might be the case, given that it offers more information? Currently, the reasoning seems to be that this contains unnecessary information, but the useful information seems to be a subset of this?
- The audio rendering task is cast as a binauralization task. I understand that this is practically necessary, i.e. the input is mono and output is stereo binaural. However, wouldn’t many of the problems in this paper still exist in the monaural listener context as well? E.g. compared with a binauralization task purely based on HRTFs or simplified room geometries (e.g. Richard et al., ICLR 2021), where the context $C$ is not as rich. Could this be clarified?
- How was the $\tau_g$ value decided?
Limitations
I think the authors have fairly represented the limitations. The broader impact statement is a little bit less clear to me, i.e. I’m not sure I understand the surveillance applications. Could this be clarified? I would be interested for the authors to consider the potential impact of the limitations listed. For example, the limitation of rendering larger scenes; what practical negative impacts could this have in deployment scenarios?