Summary
This paper proposes a compact 4D Gaussian splatting (4DGS) framework that effectively reduces the number of parameters to represent high-quality 4D scenes. To achieve this, the authors introduce a) entropy-constrained Gaussian deformation design and b) DAC color representation, based on the implementation of 4D Gaussian splatting. Consequently, this method demonstrates comparable (or superior) rendering quality while requiring minimal storage size, compared to existing 4DGS approaches.
Strengths
- The view-adaptive Gaussian deformation leads to a significant reduction in the number of Gaussians while preserving the high rendering quality of 4D scenes.
- Also, the authors demonstrate the effectiveness of DAC color representation that encodes the time-aware color using DC components and AC components.
- The opacity regularization further reduces the number of less-contributing Gaussians.
Weaknesses
- The proposed Gaussian deformation would require a large computation for the 4D Gaussian deformation stage, computation with MLPs that encode much information, for each rendering view and each timestamp. Thus, the rendering speed comparison with a similar number of Gaussian settings of the original 4DGS could help understand the additional computation costs for the proposed deformation design.
- In Table 3, the most critical storage reduction comes from the opacity regularization, which has already been proposed in the previous work. This means that the DAC and proposed 4D Gaussian representation are not the main factors for outperforming existing efficient 4DGS approaches.
- It shows limited performance compared to existing methods, STG and E-D3DGS. Firstly, STG demonstrates a rendering speed of 1.7x to 3.5x of MEGA, as shown in Tables 1 and 2. Also, STG and E-D3DGS show better performance in DSSIM and LPIPS, as shown in Table 2. This indicates that simply reducing the number of STG or E-D3DGS can be a more efficient representation that shows high rendering quality with less storage and faster rendering speed. To prove the proposed deformation design is more efficient than existing methods, it is required to compare MEGA with a reduced-Gaussian version of STG and E-D3DGS. It could be done by applying the opacity regularization term of MEGA to those methods, for achieving a similar storage size of MEGA.
Questions
- Please add more comparisons with STG and E-D3DGS adding opacity regularization with several loss weights. It could be helpful to show the rendering quality of STG and E-D3DGS with similar storage sizes to the proposed MEGA.
- Also, there is no comparison with 4DRotorGS [1] although the authors have mentioned it in the manuscript. Please add the comparison with 4DRotorGS.
- Also, the training time can be an important factor for efficient 4DGS representations. It could be helpful to report the training time.
- Furthermore, to compare with Compact3DGS [2] methodology, it is fairer to compare with its extended version [3], which adds dynamic scene results, for the ablation study. Simply increasing the input dimension of grid-based color representation leads to severe degradation as shown in Table 3. Thus the time-aware static color and time-aware view-dependent color should be considered separately as introduced in the extended version of Compact3DGS [3]. Although it has not been published yet, just an arXiv paper, it also shows superior performance compared to this work. This is not a mandatory suggestion, but rather a recommendation.
- Finally, this paper lacks technical novelty. The view-adaptive encoding scheme has already been introduced in anchor-based 3DGS approaches, such as Scaffold-GS [4] and HAC [5]. What can be carefully considered for extending view-adaptive rendering to 4D scenes? Additionally, the DAC color representation simply replaces the definition of color representation with an MLP-based network, which has been already proposed in STG, even though the rendering quality of MEGA is inferior to that of STG. Please clarify the effectiveness of DAC color representation compared to STG with an additional ablation study with STG for color representation.
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**Reference**
1. Duan et al., 4D-Rotor Gaussian Splatting: Towards Efficient Novel View Synthesis for Dynamic Scenes, SIGGRAPH 2024
2. Lee et al., Compact 3D Gaussian Representation for Radiance Field, CVPR 2024
3. Lee et al., Compact 3D Gaussian Splatting for Static and Dynamic Radiance Fields, arXiv 2024
4. Lu et al., Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering, CVPR 2024
5. Chen et al., HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compression, ECCV 2024