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REVIEW 5 major objections 6 minor 20 references

VEIGAR: View-consistent Explicit Inpainting and Geometry Alignment for 3D object Removal

T0 review · 5 major / 6 minor · reviewed 2026-08-07 · deepseek-v4-flash

Pith's one-line read VEIGAR achieves 3D object removal at triple speed, without an initial reconstruction phase, while keeping views consistent.

desk verdict A faster, plausible 3D object-removal pipeline whose SOTA claim is undercut by thin evaluation and an unvalidated assumption about mask-interior depth. read the letter →

arxiv 2506.15821 v1 pith:TSD6WGLD submitted 2025-06-13 cs.GR cs.AIcs.CVeess.IV

classification cs.GRcs.AIcs.CVeess.IV
keywords 3Dobjectremovalview-consistentinpaintingGaussianSplattingcross-viewconsistencyscale-invariantdepthlossdeepstereoSPIn-NeRFnovelviewsynthesis
verification ladder T0 review T1 audit T2 compute T3 formal

The pith

A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.

The reading

VEIGAR is a pipeline for removing an unwanted object from a multi-view photo set while keeping the edited region visually consistent across viewpoints. The paper claims that projecting a single inpainted anchor view into all other views, using deep stereo depth together with an implicitly estimated camera intrinsic matrix, lets a 3D Gaussian Splatting editor skip the initial reconstruction phase that earlier object-removal methods require. A scale-invariant depth loss supervises relative geometry instead of absolute metric depth, so no scale-and-shift alignment is needed. On the SPIn-NeRF benchmark VEIGAR reports the best masked-region quality among the compared methods and a training time of about 0.42 hours, roughly three times faster than the fastest prior baseline. The central claim is that explicit pixel-space alignment plus scale-invariant depth guidance is sufficient for state-of-the-art object removal at a fraction of the compute.

What carries the argument

The load-bearing mechanism is a two-stage geometry-alignment chain. In the first stage, a deep stereo depth estimate for the anchor view is refined by a small network $F$ trained only near the mask boundary through $\mathcal{L}_{\mathrm{comp}} = \sum_{p \in \partial M} (F(d(p)) - D(p))^2$, and an implicit intrinsic matrix $\tilde{K}$ is fitted by matching predicted depth against sparse SfM depth through $\mathcal{L}_{\mathrm{intr}} = \sum_{p \in M} (d(p) - D_{\mathrm{sfm}}(p))^2$. These two pieces let the pipeline lift the anchor's inpainted pixels into 3D and project them into target views before any scene representation exists. In the second stage, the scale-invariant depth loss $\mathcal{L}_{\mathrm{SI}} = \frac{1}{n}\sum_i (\log D_i - \log D_i^*)^2 - \frac{1}{n^2}\left(\sum_i (\log D_i - \log D_i^*)\right)^2$ supervises 3D Gaussian Splatting on relative depth structure, so a uniform scaling of predicted depth does not change the loss and the usual scale-and-shift alignment step disappears.

What would settle it

Measure the corrected anchor-view depth inside the removed mask and compare it to a trustworthy depth map of the true background, available in a synthetic scene or from dense multi-view stereo computed without the object. If the interior depth is wrong while boundary pixels fit, the boundary-only supervision in Eq. (3) is the point of failure; a simpler ablation that supervises Eq. (3) on all mask pixels and checks whether LoFTR or PSNR changes materially would settle it.

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Extended reading notes

Core claim

The paper's central claim is that a 3D object-removal pipeline can achieve strong cross-view consistency without any initial reconstruction phase or latent-space alignment. VEIGAR inpaints one anchor view, refines its depth with a lightweight network supervised only at mask-boundary pixels, fits an implicit intrinsic matrix $\tilde{K}$ by reprojecting sparse SfM points, and projects the inpainted content into every other view. A pretrained inpainter completes those projected views, and 3D Gaussian Splatting is trained under a scale-invariant depth loss that compares log-depth differences against their mean, so global scale cancels out. On the ten-scene SPIn-NeRF benchmark the paper reports the best masked-region scores among tested baselines on PSNR (16.385, pixel fidelity), LPIPS (0.524, perceptual similarity), and LoFTR (222.428, feature-match consistency across views), with a training time of 0.42 hours versus 1.20 hours for GScream.

Load-bearing premise

The method assumes that a depth-correction network trained only around the mask border computes correct depth in the middle of the removed region, and that the camera matrix fitted from sparse points projects those depths accurately; neither is measured in the paper.

Editorial extensions

If this is right

  • If the central claim holds, object removal can reach comparable or better quality without the initial reconstruction phase, cutting training time on this benchmark to roughly 0.42 hours, about three times faster than GScream's 1.20 hours.
  • The scale-invariant depth loss is presented as a general plug-in: adding it to MVInpainter raises its LoFTR score from 73.144 to 87.262 and improves LPIPS, suggesting other pipelines can adopt it without metric-depth calibration.
  • Because VEIGAR aligns inpainted content explicitly in pixel space, the paper argues that no latent-space diffusion alignment is needed, and it reports higher perceptual fidelity than baselines that train with LPIPS-based losses even though VEIGAR does not use one.
  • The higher LoFTR score (222.428 versus 215.166 for GScream) supports the paper's claim that the projected inpaintings remain structurally coherent across viewpoints.

Reading between the lines

Editorial extensions of the paper, not claims the author makes directly.

  • The paper does not report depth accuracy inside the removed mask, so the unstated crux is whether the boundary-trained network $F$ also gets interior depth right; that is the first thing a reader should probe.
  • Because Eq. (3) supervises only mask-boundary pixels, a natural extension is to add sparse interior depth constraints from multi-view stereo and measure whether LoFTR and PSNR improve; the current design leaves that headroom implicit.
  • The scale-invariant loss should transfer beyond object removal, for example to few-shot reconstruction or NeRF editing, since it only needs rendered and predicted depth pairs; the MVInpainter ablation already points in that direction.
  • The reported 3x speedup is measured against the fastest baseline on one ten-scene benchmark; whether it persists across larger, more varied scenes and with multiple anchor views is an open question the paper's single-anchor design invites.
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Editorial analysis

A structured set of objections, weighed in public.

Desk editor's note, referee report, and a circularity audit.

Referee Report

5 major / 6 minor

Summary. The paper introduces VEIGAR, a 3D Gaussian Splatting framework for object removal. In the first stage, an anchor view is inpainted with a pretrained model; deep stereo depth and an implicitly estimated intrinsic matrix K~ are used to project the inpainted anchor into all other views, after which a pretrained inpainting network completes each projected view. In the second stage, 3DGS is optimized with photometric loss plus a scale-invariant depth supervision loss (Eqs. 5-6). Experiments on the ten-scene SPIn-NeRF benchmark report PSNR/LPIPS/LoFTR (Table 1) and an ablation of the depth loss (Table 2), claiming state-of-the-art quality and consistency with roughly 3x faster training.

Significance. The core idea is attractive: explicit pixel-space projection avoids the expensive initial reconstruction used by methods like GScream and In-and-Out, and the scale-invariant depth loss removes scale-and-shift alignment. If the claims hold across more benchmarks, the efficiency gain alone is practically valuable, and the depth-loss ablation on MVInpainter suggests a transferable mechanism. The paper provides a clear pipeline description, standard benchmark comparison, and training-time measurements. However, the evidence for the headline claim is currently thin: all conclusions rest on ten scenes, one aggregated table without variance, and the projection stage that the whole cross-view consistency argument depends on is never quantitatively validated.

major comments (5)
  1. [Section 5.3 / Table 1] The claim that VEIGAR 'consistently outperforms' all baselines across all evaluation metrics is not statistically supported. Results are averages over only ten scenes with no per-scene breakdown, no standard deviations, and no significance tests; the PSNR advantage over the strongest baseline (MV-Inpainter) is 16.385 vs. 16.320, a difference of 0.065 dB. Please provide per-scene results and error bars or significance tests before asserting a new state of the art.
  2. [Section 4.1 / Eq. (3)] The depth correction network F is supervised only on mask-boundary pixels ∂M, yet F's output is used to lift the entire mask interior for projection to other views. No depth error or reprojection error is reported for pixels inside the mask. This is the load-bearing step for cross-view consistency: if F is inaccurate inside the mask, the projected inpaintings are misaligned and the LoFTR gain in Table 1 may reflect the 3DGS optimization rather than correct projection. Please add a direct evaluation of F inside the mask, for example comparing F(d) with DSD depth on non-masked pixels of held-out views or measuring the reprojection error of inpainted pixels.
  3. [Section 4.1 / Eq. (4)] The implicit intrinsic matrix K~ is fitted from sparse SfM points in the anchor view, but the paper does not report the residual of this fit or analyze whether the estimated K~ transfers correctly to other views. If the fit absorbs a per-scene scale or shift, projections into target views will be systematically biased. Please report the K~ residual and an alignment metric for projected views (e.g., mean pixel displacement or reprojection success rate) across the ten scenes.
  4. [Section 5.4 / Table 2] The ablation shows that the scale-invariant depth loss lowers PSNR for the full method (16.444 without vs. 16.385 with) while improving LPIPS and LoFTR. The text says 'PSNR shows slight variations', but in the reported aggregate the drop is consistent. Since the paper's 'reconstruction quality' claim uses PSNR, the authors should analyze this trade-off per scene and either justify the PSNR drop or temper the claim that LSI improves all aspects.
  5. [Section 5.1] The description of the LoFTR consistency metric is incomplete: it does not specify which image pairs are matched, whether the metric is computed on rendered outputs or on training views, or how a single scalar is obtained from the match counts. Without this protocol, the central cross-view consistency result is hard to interpret and replicate.
minor comments (6)
  1. [Abstract / Section 5.3] The phrase 'new state-of-the-art benchmark' is overstated given the single-dataset evaluation and missing statistical analysis; consider 'competitive on SPIn-NeRF' or explicitly qualify the claim.
  2. [Eq. (5)] The variables D_i and D*_i are not defined in the text; state clearly which one is the rendered depth and which one is the target monocular depth.
  3. [Section 5.1] The baseline 'LaMask' is cited as Mirzaei et al. [2023], which is the same reference as SPIn-NeRF; please clarify what LaMask is and provide the correct source.
  4. [Table 1] The training-time comparison should specify that MVInpainter is excluded because it has no reconstruction phase, and the 3x figure should be stated as approximate (0.42 hrs vs. 1.20 hrs is a factor of 2.86).
  5. [Section 4 / Figure 2] The contributions of the depth-correction network F and the intrinsic estimation K~ are not isolated by any ablation; only the scale-invariant loss is ablated, so the relative importance of the projection components remains unknown.
  6. [Section 5.2] The sentence 'We considered our method with representative one using scaled-monodepth' is grammatically unclear and should be rewritten.

Circularity Check

0 steps flagged · score 0.0 of 10

No significant circularity: VEIGAR's intermediate fits are externally supervised and benchmarked, so the derivation chain is self-contained.

full rationale

I found no load-bearing circular step. The paper's intermediate quantities (the depth-correction network F in Eq. (3) and the implicit intrinsics K-tilde in Eq. (4)) are fitted to SfM and DSD boundary data, but they are not the target of the paper; the final 3DGS reconstruction is evaluated on held-out test views with PSNR, LPIPS, and LoFTR against ground truth. The scale-invariant loss of Eq. (5) is explicitly adopted from Wang et al. (2021a), not derived from the method's own output, and the paper does not claim to have invented that loss formula. The conclusion's stated limitations (sensitivity to the inpainting model, single-anchor insufficiency) are correctness concerns, not circularity. There is no self-citation chain or uniqueness argument; the method is externally benchmarked against SPIn-NeRF, GScream, MVInpainter, In-and-Out, and LaMask. The reader's concern about unvalidated interior depth is a legitimate robustness limitation, but it does not make any derivation equivalent to its inputs, so the circularity score is 0.

Assumptions & free parameters 2 free parameters · 4 assumptions · 0 invented entities

The central claims rest primarily on empirical validations and pretrained components rather than on derived equations. The paper's main unexamined workload is the assumption that a boundary-supervised depth corrector and a sparse-SfM-fitted intrinsic matrix produce geometrically sound projections inside removed-object regions, and that a standard scale-invariant loss trained against monocular depth is an appropriate supervisor for 3DGS.

free parameters (2)
  • λdepth, λcolor, λssim (loss weights in Eq. 6) = not reported
    Scalar weights balancing depth, L1, and SSIM terms are chosen by hand and not specified; they affect the reported trade-off between PSNR, LPIPS, and LoFTR.
  • Implicit intrinsic matrix K~ = estimated per scene from sparse SfM points; values not reported
    K~ is optimized via Eq. 4 using sparse depth; it defines the anchor-to-target projection and carries a scale/focal ambiguity that is never isolated or reported.
assumptions (4)
  • domain assumption Deep stereo depth estimates are view-consistent and accurate in observed regions.
    Section 4.1 uses DSD depth as the geometric anchor for projection; if DSD is inconsistent or inaccurate in the observed parts, all projected inpaintings inherit that error.
  • ad hoc to paper The boundary-trained correction network generalizes inside the inpainted mask.
    Eq. 3 supervises F only on ∂M, yet the corrected depth is used inside the mask for projection; the paper provides no validation of interior depth accuracy.
  • domain assumption Sparse SfM points are sufficient to determine the implicit intrinsic matrix.
    Eq. 4 fits predicted depth to sparse SfM points; in textureless or occluded regions these points may be absent, yet the intrinsic is applied across the full image.
  • domain assumption Monocular depth estimates are reliable enough for scale-invariant supervision during 3DGS training.
    Section 4.2 supervises rendered depth against a pretrained monocular estimator; if the estimator fails in the inpainted regions, the depth loss may deform geometry.

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Cite this review

Pith. "Pith review of VEIGAR: View-consistent Explicit Inpainting and Geometry Alignment for 3D object Removal." pith.science (2026). https://pith.science/paper/TSD6WGLD

@misc{pith2026250615821,
  author       = {Pith},
  title        = {Pith review of: VEIGAR: View-consistent Explicit Inpainting and Geometry Alignment for 3D object Removal},
  year         = {2026},
  howpublished = {\url{https://pith.science/paper/TSD6WGLD}},
  note         = {Machine review of arXiv:2506.15821}
}
read the original abstract

Recent advances in Novel View Synthesis (NVS) and 3D generation have significantly improved editing tasks, with a primary emphasis on maintaining cross-view consistency throughout the generative process. Contemporary methods typically address this challenge using a dual-strategy framework: performing consistent 2D inpainting across all views guided by embedded priors either explicitly in pixel space or implicitly in latent space; and conducting 3D reconstruction with additional consistency guidance. Previous strategies, in particular, often require an initial 3D reconstruction phase to establish geometric structure, introducing considerable computational overhead. Even with the added cost, the resulting reconstruction quality often remains suboptimal. In this paper, we present VEIGAR, a computationally efficient framework that outperforms existing methods without relying on an initial reconstruction phase. VEIGAR leverages a lightweight foundation model to reliably align priors explicitly in the pixel space. In addition, we introduce a novel supervision strategy based on scale-invariant depth loss, which removes the need for traditional scale-and-shift operations in monocular depth regularization. Through extensive experimentation, VEIGAR establishes a new state-of-the-art benchmark in reconstruction quality and cross-view consistency, while achieving a threefold reduction in training time compared to the fastest existing method, highlighting its superior balance of efficiency and effectiveness.

Figures

Figures reproduced from arXiv: 2506.15821 by the authors.

Figure 1
Figure 1. An illustration of the VEIGAR inpainting and reconstruction pipeline. VEIGAR inpaints [PITH_FULL_IMAGE:figures/full_fig_p002_1.png] view at source ↗
Figure 2
Figure 2. Pipeline overview. The first stage (a) performs stereo depth completion on the anchor view and estimates the implicit intrinsic matrix to enable accurate projection of inpainted content to other views. The second stage (b) uses a pretrained inpainting network to complete the masked regions in each projected view. The resulting multi-view images are then used for 3D reconstruction via Gaussian Splatting, guided by sc… view at source ↗
Figure 2
Figure 2. The method section is organized into two main parts: Deep Stereo Depth-based Projection in Sec. 4.1 and Scale-Invariant Depth Loss for Structure Guidance in Sec. 4.2. In the first part, we delve into the details of how Deep Stereo Depth Completion is applied and how to estimate the intrinsic matrix to enable accurate depth-based projection. The second part focuses on the design and role of the scale-invariant depth … view at source ↗
Figures from the paper (3 more)
Figure 3
Figure 3. Figure 3: Qualitative comparison of view projections from the (a) reference image using (b) scaled [PITH_FULL_IMAGE:figures/full_fig_p007_3.png]
Figure 4
Figure 4. Figure 4: Qualitative comparison across different methods. Each scene (a)–(c) shows inpainting re [PITH_FULL_IMAGE:figures/full_fig_p008_4.png]
Figure 5
Figure 5. Figure 5: Qualitative comparison between our method with and without scale-invariant depth loss. [PITH_FULL_IMAGE:figures/full_fig_p009_5.png]

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