Summary
This paper presents an extension of Gaussian Splatting to effectively model scenes containing dynamic and specular objects. Building upon the classic 3DGS pipeline, the authors introduce separete MLPs to model the deformation fields of Gaussians and environment maps. A novel technique for normal estimation is also proposed, which ensures improved accuracy in normal estimation, subsequently enhancing the computation of specular colors. The approach involves joint optimization of Gaussian parameters, MLP parameters, and a trainable environment map, organized into distinct training stages to promote efficient convergence. Experimental results demonstrate superior performance on popular datasets across different metrics.
Strengths
This work introduces an interesting solution for modeling both dynamic and specular objects, incorporating an improved normal estimation technique alongside normal regularization, which are particularly noteworthy contributions. According to the reported results, this method demonstrates enhanced performance in novel view synthesis across multiple datasets.
Weaknesses
1. While the method claims to model both specular and dynamic objects, the results presented from NeRF-DS appear relatively static to me, despite the significant camera motion in these data. I would be particularly interested in seeing results that exhibit greater dynamics, similar to those from D-NeRF Synthetic (e.g., Lego and Jumpingjacks) or HyperNeRF (e.g., cut-lemon and expresso).
2. The paper introduces a deformable environment map to account for dynamic lighting; however, the visualizations provided still seem quite static. Although the ablation study demonstrates the effectiveness of this deformable environment map, I would appreciate additional visualizations where the dynamic lighting effect is more obvious, such as scenes where the light source is moving. Additionally, based on my understanding, this formulation does not seem to handle changes in light color, such as a transition from red to blue light. Please correct me if I am mistaken.
3. To validate the accuracy of normal estimation, it would be beneficial to see more examples of rendered normal maps from various scenes. Currently, these are only available in Figures 1 and 2. Some synthetic data (e.g., the Shiny Blender dataset) could also be used to quantatively evaluate the normal estimation accuracy.
4. Given the explicit decomposition of lighting and material in the proposed method, it has potential applications in areas like material editing and relighting. I believe including examples of these applications would further strengthen the claims made in the paper, particularly by illustrating the variations in specular patterns under different lighting conditions. For example, could the roughness of objects be adjusted to make them appear more specular? Additionally, using different environment maps (e.g., indoor and outdoor HDRI maps) could illustrate variations in rendering.
Questions
Given my concerns listed in Weaknesses, I'm currently leaning towards the negative side about this submission. Besides, I believe the writeup could be further polished to make it easier to follow, like changing the order of certain sections. For example, $n^t$ is introduced in Section 3.2.1, but its formal computation is not explained until Section 3.3. Moving the explanation of $n^t$ computation earlier could facilitate better comprehension. I look forward to the authors' rebuttal to see if these concerns can be adequately addressed.