Summary
This paper proposes a novel framework for modeling dynamic scenes. To address the noisy 3D Gaussians in canonical space, the authors introduce a Noise Suppression Strategy (NSS) with a two-layer Deformation Field to resolve this issue. Additionally, they propose a Decoupled Temporal-Spatial Aggregation Module (DTS) to efficiently aggregate neighboring temporal features (for the first deformation) and k-nearest neighbors' spatial features (for the second deformation). Experiments on real-world datasets show substantial quality improvements compared to D-4DGS [1].
[1] Guanjun Wu, Taoran Yi, Jiemin Fang, Lingxi Xie, Xiaopeng Zhang, Wei Wei, Wenyu Liu, Qi Tian, and Xinggang Wang. 4d gaussian splatting for real-time dynamic scene rendering. arXiv preprint arXiv:2310.08528, 2023.
Strengths
This paper aims to improve the capability of 3DGS-based dynamic reconstruction methods in modeling real-world scenes. The proposed Temporal Aggregation and Spatial Aggregation are sensible, and the detailed ablation studies in Tab. 4 demonstrate the effectiveness of each component. In terms of rendering metrics, the experimental results in this paper surpass the previous state-of-the-art 3D-GS-based methods in real-world scenes.
The design of the dual-deformation network and the experiments with strong baselines are appreciated.
Weaknesses
1. I think the following papers should also be cited:
- (CVPR 2024) Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis by Zhan Li et al.
- (ICLR 2024) Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting by Zeyu Yang et al.
2. Issues with the HyperNeRF dataset: I believe that the visualization comparisons on the HyperNeRF dataset should include HyperNeRF [2], 4DGS [3], and even Deformable-GS [4]. Based on my understanding of the HyperNeRF dataset, its camera poses are not accurate. This leads to a slight misalignment between the rendered images and the ground truth due to the inaccurate camera poses. Most current image quality evaluation metrics, such as PSNR and SSIM, heavily penalize slight misalignments more than blurriness. For example, in the Fig. 7 `Chicken` scene, I found that both D-4DGS [1] and DN-4DGS exhibit blurriness under the sparse Init setting. I am confident that HyperNeRF and Deformable-GS can render relatively sharp images, but slight misalignments with the ground truth caused by inaccurate poses result in these methods having much lower rendering metrics compared to some blurrier methods. (In Tab. 2, HyperNeRF, which has higher rendering quality than D-4DGS, has lower rendering metrics.) Therefore, I will not rely heavily on the quantitative metrics of the HyperNeRF dataset. The visual results are more important, and comparisons with more previous state-of-the-art methods are needed to demonstrate the effectiveness of the proposed method.
3. Selection of the baseline. I do not think D-4DGS [1] is an appropriate baseline. The essence of why the Deformation Field (outputting delta) works is due to its sufficiently smooth output. D-4DGS's Hexplane clearly disrupts this smoothness, which is why it performs poorly on the D-NeRF dataset. In real-world scenes, due to the high sensitivity of 3D Gaussian explicit representation to inaccurate camera poses, it does not have a significant advantage over NeRF-based methods (like HyperNeRF). I fully agree with the authors' attempt to improve the modeling capability of Deformation-based Gaussian splatting, but I think the authors need to explore more fundamental reasons, such as the accuracy of camera poses and the negative optimization effects of D-4DGS's strong regularization of deformation in real-world scenarios. Methods like 4DGS [3] and spacetime-GS [5], which decouple time features into each GS, can better handle the inaccuracies of camera poses in real-world scenes
[2] Keunhong Park, Utkarsh Sinha, Peter Hedman, Jonathan T Barron, Sofien Bouaziz, Dan B Goldman, Ricardo Martin-Brualla, and Steven M Seitz. Hypernerf: A higher-dimensional representation for topologically varying neural radiance fields. arXiv preprint arXiv:2106.13228, 2021.
[3] Zeyu Yang, Hongye Yang, Zijie Pan, Xiatian Zhu, and Li Zhang. Real-time photorealistic dynamic scene representation and rendering with 4d gaussian splatting. arXiv preprint arXiv:2310.10642.
[4] Ziyi Yang, Xinyu Gao, Wen Zhou, Shaohui Jiao, Yuqing Zhang, and Xiaogang Jin. Deformable 3d gaussians for high-fidelity monocular dynamic scene reconstruction. arXiv preprint arXiv:2309.13101,2023.
[5] Zhan Li, Zhang Chen, Zhong Li, and Yi Xu. 2023. Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis. arXiv preprint arXiv:2312.16812 (2023).