Strengths
- This paper touches upon an interesting and important topic for the community - novel view synthesis in a constrained scenario. This work is among the first ones to propose a solution based on 3D Gaussian Splatting.
- The method proposed by the authors draws some inspiration from monocular depth estimation and formulates a self-supervision loss component applicable in 3D reconstruction. I find the idea novel and interesting - I appreciate the application of a relatively simple concept (correlation between depth and disparity) to the task.
- I believe that the big strength of the method is the focus on precise geometry and the lack of dependence on priors from pre-trained models.
- The paper clearly outlines performance improvements with respect to the previous state of the art, per-scene optimisation methods.
- The work evaluates the performance of the proposed method on 3 datasets well-known in the community showing improvements in all of them. I believe it is a suitable selection used throughout the literature (following the same setup of 3,6,9 views). The ablation study is suitable for the work showing the performance impact of separate components (dense initialisation, disparity consistency loss, opacity penalty).
- I find it particularly nice that the binocular stereo consistency can be added to effectively any 3D reconstruction method (provided having depth as an output). While I don't expect it to be heavily affecting dense reconstruction, I believe it would be looked into and tried to incorporate by many researchers working in sparse reconstruction.
- The paper is written clearly, I didn't have any trouble following it.
- The method is described in a way that should be reproducible - I believe I wouldn't have significant trouble reimplementing it.
Weaknesses
- The main weakness I see is the lack of comparison to generalisable methods [1, 2, 3, 4, 5, 6, 7]. DTU dataset which is already used in the paper is also commonly used to benchmark methods that perform a training step on a selection of scenes. While the setup of generalisable, and per-scene optimisation is favourable towards the former, I believe the proposed method would be competitive. This would potentially be an interesting comparison, both quantitatively (I would expect competitive scores), and qualitatively (varying artefacts between the two approaches), and would additionally increase the value of the benchmark.
- I believe that computational performance comparison is a missed opportunity. Proposing one of the first methods for sparse novel view synthesis would benefit greatly by emphasising the speed differences between the methods. It would be a great addition to show the training and inference speed with respect to NeRF-based methods (to show improvement in quality metrics and speed), and other GS-based methods (to show probably similar speed, but increased reconstruction quality).
- Both disparity consistency loss and opacity-based pruning rely on the choice of hyperparameters - namely camera shift $d_{max}$ and decay coefficient $\lambda$. It would be great if this choice was motivated and its influence on the performance analysed (including analysis of whether the same values should be applied across tested datasets).
- The authors show estimated depth maps for their method with and without the use of view consistency loss. It would be good to see the depth maps from other methods (e.g. DNGaussian) - it would be interesting to see a comparison with methods that use depth priors as supervision. It would also be nice to see the comparison to ground truth depth (where not available, an interesting comparison would be the reconstruction method in a dense setup scenario - as a proxy for ground truth)
- The authors mention in the checklist that results in the paper are reported as an average performance - it would be good to specify whether experiments were run multiple times, and investigate how the performance varies across the runs.
[1] Alex Yu, Vickie Ye, Matthew Tancik, Angjoo Kanazawa, *pixelNeRF: Neural Radiance Fields from One or Few Images*, IEEE/CVF Conference on Computer Vision and Pattern Recognition, 2021
[2] Anpei Chen, Zexiang Xu, Fuqiang Zhao, Xiaoshuai Zhang, Fanbo Xiang
Jingyi Yu, Hao Su, *MVSNeRF: Fast Generalizable Radiance Field Reconstruction
from Multi-View Stereo*, IEEE/CVF International Conference on Computer Vision, 2021
[3] Mohammed Suhail, Carlos Esteves, Leonid Sigal, Ameesh Makadia, *Generalizable Patch-Based Neural Rendering*, European Conference on Computer Vision, 2022
[4] Haotong Lin, Sida Peng, Zhen Xu, Yunzhi Yan, Qing Shuai, Hujun Bao, Xiaowei Zhou, *Efficient Neural Radiance Fields for Interactive Free-viewpoint Video*, SIGGRAPH Asia, 2022
[5] Mukund Varma T, Peihao Wang, Xuxi Chen, Tianlong Chen, Subhashini Venugopalan, Zhangyang Wang, *Is Attention All That NeRF Needs?*, International Conference on Learning Representations, 2023
[6] Thomas Tanay, Matteo Maggioni, *Global Latent Neural Rendering*, IEEE/CVF Conference on Computer Vision and Pattern Recognition, 2024
[7] Haofei Xu, Anpei Chen, Yuedong Chen, Christos Sakaridis, Yulun Zhang, Marc Pollefeys, Andreas Geiger, Fisher Yu, *MuRF: Multi-Baseline Radiance Fields*, IEEE/CVF Conference on Computer Vision and Pattern Recognition, 2024