Summary
This paper proposes using Hash Encoding to model the Deformation Field for dynamic scenes. The authors first decompose 4D encoding into four 3D encodings to avoid the losses caused by the low-rank tensor assumption. They also introduce an attention module to decouple spatial and temporal features. Since explicit modeling can result in insufficiently smooth delta predictions for the deformation field, the authors incorporate a smooth loss to strongly regularize the outputs of Hash Encoding. Experiments on both synthetic and real-world datasets show substantial quality improvements compared to prior state-of-the-art methods. In addition, Grid4D shows a significant FPS improvement compared to Deformable-GS (without lightweight).
Strengths
I think the main strength of this paper is the authors' deep understanding of Deformable-based Gaussian splatting. To be compatible with the densification of vanilla Gaussian splatting, the deformation field needs to output delta (x or rotation). The key to the success of outputting delta lies in the sufficiently smooth output of the deformation field. This is why Deformable-GS [1] can outperform D-4DGS [2] significantly on datasets with accurate camera poses, since Hexplane is not as smooth as MLP. In addition, Hexplane not satisfying the low-rank tensor assumption in dynamic scenes is also a **potential reason**. The authors insightfully addressed the issue of MLP being overly smooth and explicit methods being insufficiently smooth. Therefore, they used Hash Encoding, which does not require the low-rank tensor assumption, to ensure high-frequency details, while employing smooth loss to ensure the foundation of the deformable-based Gaussian splatting.
The design of the deformation network and the experiments with strong baselines are compelling. Ablations are also appreciated.
[1] Ziyi Yang, Xinyu Gao, Wen Zhou, Shaohui Jiao, Yuqing Zhang, and Xiaogang Jin. Deformable 3d gaussians for high-fidelity monocular dynamic scene reconstruction. arXiv preprint arXiv:2309.13101,2023.
[2] Guanjun Wu, Taoran Yi, Jiemin Fang, Lingxi Xie, Xiaopeng Zhang, Wei Wei, Wenyu Liu, Qi Tian, and Xinggang Wang. 4d gaussian splatting for real-time dynamic scene rendering. arXiv preprint arXiv:2310.08528, 2023.
Weaknesses
1. low-rank assumption -> **low-rank tensor assumption** is more accurate.
2. I think the following papers should also be cited:
- Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis by Zhan Li et al.
- 4D Gaussian Splatting: Towards Efficient Novel View Synthesis for Dynamic Scenes by Yuanxing Duan et al.
3. Datasets:
- D-NeRF: I think `Lego` (wrong scene with inconsistent training and test set) should not appear in the table, or it should use the Deformable-GS [1] setup with the validation set as the test data. This can prevent misleading subsequent research.
- HyperNeRF: I do not find the results on HyperNeRF convincing because the camera poses in the HyperNeRF dataset are inaccurate. For example, in the `3D Printer` (Fig. 5), Grid4D is visibly clearer than TiNeuVox, but the metrics do not reflect this. Therefore, I suggest that the authors adopt `NeRF-DS` [3] dataset with more accurate camera poses for real-world scenes comparison.
4. More difficult motion: the motions in the datasets used for experiments are mostly rigid or easy to explain. It would be interesting to see if the method is able to handle more difficult deformations, like non-rigid or large motion. Based on my understanding of the Deformation Field, it is challenging for it to handle large motions effectively.
5. More comparisons: I wonder if the authors have considered SC-GS [4]. It could be better if the authors could compare their method with SC-GS. I believe the approach of SC-GS could be applied to Grid4D to achieve higher rendering quality and FPS.
[3] Zhiwen Yan, Chen Li, and Gim Hee Lee. Nerf-ds: Neural radiance fields for dynamic specular objects. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition, pages 8285–8295, 2023.
[4] Yi-Hua Huang, Yang-Tian Sun, Ziyi Yang, Xiaoyang Lyu, Yan-Pei Cao, and Xiaojuan Qi. Sc-gs: Sparse controlled gaussian splatting for editable dynamic scenes. arXiv preprint arXiv:2312.14937, 2023.
Questions
A minor question: Lines 227-231 state that different scenes use different hyperparameters. I would like to know how significantly these different hyperparameters affect the scenes, as this greatly impacts the method's versatility.
Limitations
Please refer to the Weakness section.