Summary
The paper introduces DepthSplat, a novel model that integrates 3D Gaussian splatting (3DGS) with single- and multi-view depth estimation, thereby enhancing the performance of both tasks. By leveraging pre-trained monocular depth features, the model produces robust multi-view depth predictions that improve 3DGS outputs. This framework enables pre-training depth model from large scale unlabelled dataset without the ground truth depths. Through this approach, the model achieves state-of-the-art performance in both multi-view depth estimation and novel view synthesis tasks.
Strengths
- The paper leverages pre-trained monocular depth models effectively to achieve strong and superior performance in both depth estimation and novel view rendering.
- DepthSplat achieves efficient memory usage and computational scalability, allowing it to handle large-scale scenes and even produce 360° views. This is a substantial improvement for feed-forward 3DGS models.
Weaknesses
1. Can the authors analyze how DepthSplat’s depth estimation performance varies with different numbers of input views? This would provide a better understanding of its robustness in sparse-view settings. Moreover, I would like to see how it performs with varying number of inputs in terms of PSNR, SSIM and LPIPS, when evaluated on RealEstate10K.
2. I would like to see the efficiency comparison (memory consumption) to MVSplat [1], with varying the number of input views. Also, I am quite confused by the speed comparison in Table 6. If I understood correctly, the proposed method shares similar architecture to MVSplat, besides it adds monocular feature extraction part, which should increase the computation. Why does it infer faster than MVSplat?
3. For N-view evaluation, It seems to show different observation from [2, 3]. In [2, 3], MVSplat's synthesized image qualities drastically drop when the number of views increase. However, in the Table 6, it seems to increase. What is the difference that led to such differing results? If the number of gaussians increase, unless a module to control the number of Gaussians is proposed [2, 3] I was assuming that the results should not improve significantly. Is it because the authors use top-2 nearest views only for cost computation? However, even so, this does not explain the apparent improvements despite redundant 3D Gaussians depicting the same object surface.
4. The paper does not provide a detailed description of the architecture for the 3D Gaussian prediction module. This component is central to the view synthesis pipeline, so more information on its design would improve clarity and reproducibility.
5. The paper lacks results on the depth estimation performance after unsupervised pre-training alone, without additional fine-tuning. Having these results would help evaluate the standalone effectiveness of the unsupervised pre-training step for depth tasks.
6. As noted in the related works section, DepthSplat effectively augments multi-view cost volumes with pre-trained monocular depth estimation features. However, its approach closely resembles existing models that fuse monocular and multi-view depth estimations, such as those presented in [4, 5], particularly in how they handle the fusion of these estimations, aside from DepthSplat's use of pre-trained models. The biggest differences may be either concatenation or cross-attention between monocular branch and multi-view branch, and the use of pre-trained large model weights. To me, the novelty and effectiveness are questionable, since without pretrained weights, the performance would drop significantly, and the fusing part is highly similar to previous works. Providing more justification on how the integration of pre-trained models constitutes a novel contribution would help strengthen the paper.
[1] Chen, Yuedong, et al. "Mvsplat: Efficient 3d gaussian splatting from sparse multi-view images." arXiv preprint arXiv:2403.14627 (2024).
[2] Fei, Xin, et al. "PixelGaussian: Generalizable 3D Gaussian Reconstruction from Arbitrary Views." arXiv preprint arXiv:2410.18979 (2024).
[3] Wang, Yunsong, et al. "FreeSplat: Generalizable 3D Gaussian Splatting Towards Free-View Synthesis of Indoor Scenes." arXiv preprint arXiv:2405.17958 (2024).
[4] Li, Rui, et al. "Learning to fuse monocular and multi-view cues for multi-frame depth estimation in dynamic scenes." Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition. 2023.
[5] Cheng, Junda, et al. "Adaptive fusion of single-view and multi-view depth for autonomous driving." Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition. 2024.
Questions
1. Pre-trained models like DUSt3R[1] and MASt3R[2], which perform well on both monocular and multi-view tasks, might serve as viable alternatives to DepthSplat's dedicated monocular branch. Have the authors considered using pre-trained models like DUSt3R or MASt3R, which could potentially simplify the architecture? What benefits does DepthSplat’s separate monocular branch provide in comparison?
2. How well does DepthSplat generalize across datasets, such as when a model trained on RealEstate10K is tested on DL3DV? Would it maintain performance in depth estimation and novel view synthesis on previously unseen datasets?
3. Would it be possible if DepthSplat's depth estimation result is compared with 3DGS works like MVSplat or PixelSplat? This comparison would be very interesting to see.
[1] Wang, Shuzhe, et al. "Dust3r: Geometric 3d vision made easy." Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition. 2024.
[2] Leroy, Vincent, Yohann Cabon, and Jérôme Revaud. "Grounding Image Matching in 3D with MASt3R." arXiv preprint arXiv:2406.09756 (2024).