Summary
This paper proposes a computational method for volume rendering using Gauss-Laguerre quadrature. In the context of NeRF, volume rendering is performed by evaluating MLPs (or other data structures) at a sequence of query points on a ray and integrating the weighted results. The proposed method reduces the number of evaluations without much performance degradation by computing the integrations using Gauss-Laguerre quadrature. The proposed method has been embedded in vanilla NeRF and TensoRF for validation, and the reviewer reports reductions in computation time and memory usage. The reviewer acknowledges and appreciates the effectiveness of the proposed method and looks forward to future discussions on the generality of the proposed method (other backbones and learning time applications).
Strengths
- As emphasized in the paper, the approach proposed in this paper is a replacement of integral computations, not a learning of sampling or a change in data structure. Therefore, it is applicable and highly available for various NeRF variants that use volume rendering.
- The position of the proposed method in NeRF research is clearly stated, especially the related work is very clearly described as an introduction to the proposed method.
- In the introduction of the method, the reviewer's first question was l.177, and the paper answers the question. This helps the understanding of the paper and increases the credibility of the proposed method.
Weaknesses
- The proposed method results in dense sampling near the surface, but can it handle translucent objects? Intuitively, there seems to be a correlation between density solidity and rendering quality. It would be desirable to discuss for which scenes the proposed method is effective and for which scenes it is not.
- The effectiveness of the proposed method as an integration method for oracle or trained models is certain. In general, however, volume rendering is used for both training and inference. It would be better to discuss whether the proposed method is specialized for inference or whether it could be used for learning as well.
- We expect the availability of the proposed method to be very broad. If possible, the application of the proposed method to NeRF backbones other than vanilla NeRF and TensoRF could be considered to further demonstrate the generality of the proposed method.
- The correspondence between the plots in Figure 4 is not clear. It would be easier to compare the results if the corresponding scenes of vanilla and the proposed method were connected by a line.
- Small Comment: Related works -> Related work
Questions
- Can the proposed method be used for learning? If so, the proposed method could be a very powerful tool. (identical to the description in the Weaknesses section).
- Why are the results for TensoRF not shown in Figure 4?
- The sample points up to 8 are very small compared to the use of more than 100 sample points in vanilla NeRF. Could the performance of vanilla NeRF be exceeded with more sample points? In other words, vanilla NeRF also approximates integration by discretization, and this sampling density is constant. We believe that a comparison of vanilla NeRF and the proposed method in terms of sample points vs. image quality will more convincingly demonstrate the effectiveness of the proposed method.
Limitations
- I agree with the limitations described in the conclusion. This reviewer believes that the proposed method contributes to real-time rendering, but it better to be validated to make this claim in the future.