{"id":"85e27243-7901-4330-921b-94c453530cd2","arxiv_id":"2411.18652","paper_version":2,"verdict":"CONDITIONAL","confidence":"MODERATE","novelty_score":6.0,"correctness_risk":"medium","formal_verification":"none","parameter_count":6,"one_line_summary":"Surf-NeRF shows that surface-light-field regularisation plus a permutohedral lattice encoding makes NeRF geometry more accurate and separates diffuse from specular appearance.","lead":"This paper adds four regularisation terms and a lattice-based hash encoding to neural radiance fields, pushing the reconstructed 3D geometry closer to real surfaces. The method improves estimated surface normals by about 28 percent on a standard shiny-object benchmark while keeping rendering quality broadly similar, which matters for robotics and 3D modelling tasks that need accurate geometry.","discovery_kind":"new_method","skeptic_critique":{"model":"deepseek-v4-flash","headline":"The 'comparable visual fidelity' clause is contradicted by the Toaster scene (20.76 vs 24.29 dB PSNR), so the headline trade-off claim holds only on average and needs qualification.","rationale":"The reader's formal weakest_assumption is the first-surface heuristic. I agree that is a genuine scope restriction, but it is self-acknowledged and the Shiny Objects / Koala benchmarks are dominated by opaque, reflective solids, so it limits generality without refuting the tested claim. The higher-risk point is the second half of the central claim: maintaining comparable visual fidelity. The paper's own per-scene table contains a 3.53 dB PSNR regression on Toaster, which is a direct, internal contradiction of the 'without greatly sacrificing visual fidelity' language. Because the aggregate in Table 1 is dominated by the high-PSNR Teapot scene, the favorable averages do not protect the claim. This matters for the stated goal of geometry-critical applications: if improving normals degrades renderings on exactly the reflective objects the method targets, the advertised trade-off is not delivered. The proposed concrete test is a seeded reproduction of the Toaster row with the paper's reported settings. I would keep the reader's CONDITIONAL verdict: the normal improvement is plausible and ablated, but the visual-fidelity claim needs qualification and independent confirmation.","tokens_in":20902,"tokens_out":14176,"duration_ms":141919,"concrete_test":"Re-run Surf-NeRF and the Zip+Ref-NeRF baseline on the Toaster scene for at least three seeds using the paper's exact schedule and loss weights; if the mean PSNR deficit exceeds 1 dB while the normal MAE improvement over the baseline (27.16 to 20.55 degrees) is reproduced, the 'comparable visual fidelity' clause should be revised or the method should be reported as trading substantial fidelity on this scene.","verdict_should_be":"UNCHANGED","load_bearing_attack":"Surf-NeRF's central claim has two coupled parts: better normals and no major visual fidelity loss. The normal part is supported on Shiny Objects (MAE 10.60 vs 14.70). The fidelity part is not: Table F.1 shows the Toaster scene dropping from 24.29 to 20.76 dB PSNR (-3.53 dB) and from 0.921 to 0.869 SSIM against the paper's own Zip+Ref-NeRF baseline, a 14.5% relative PSNR loss. The abstract promises 'maintaining visual fidelity' and the conclusion promises results 'without greatly sacrificing visual fidelity.' A 3.5 dB drop on one of five benchmark scenes is not slight, even though the scene-weighted aggregate (32.82 vs 33.14) looks benign. The aggregate is dominated by the roughly 46 dB Teapot scene, so it masks exactly the reflective-object cases where the method is supposed to be useful. The first-surface assumption (Section 3.3) is a real limitation, but it is acknowledged in the paper and the tested benchmark consists of opaque solids, so it does not directly impeach the headline numerical claim. The Toaster per-scene result does.","agreement_with_reader":"partial"},"referee_report":{"model":"deepseek-v4-flash","summary":"Surf-NeRF proposes a surface-light-field-inspired regularisation framework applied to the Zip-NeRF/Ref-NeRF pipeline in order to improve the geometric accuracy of grid-based neural radiance fields. The method locates candidate surfaces along rays using a first-surface weight criterion, constructs local spatial and directional sample batches around those points, and applies four losses: density smoothness (Ld), normal consistency (Ln), a Lambertian/specular bias penalty (Lb), and a spherical total-variation term on the specular colour (Ls), under a curriculum schedule that increases regularisation frequency as training progresses. The cubic hash encoding of Zip-NeRF is replaced by a permutohedral lattice encoding. Reported results claim a 27.9% improvement in surface-normal MAE over the Zip+Ref-NeRF baseline on the Shiny Objects dataset (10.60 versus 14.70 degrees) with broadly maintained rendering quality, alongside a new four-scene Koala dataset and a finetuning experiment demonstrating applicability to existing NeRF variants.","tokens_in":21186,"tokens_out":11962,"duration_ms":99116,"significance":"If the central claim holds, the contribution is a useful one: it gives a practical recipe for improving normals in already-good grid-based NeRF pipelines with modest training-time overhead (about 25% under the chosen schedule), and it evaluates the method more thoroughly than is typical, with ablations, a parameter study, and a finetuning stage (Table 6). The Koala dataset with robotic-arm poses is a concrete resource for the reflective-object setting, and the supplementary material is unusually complete on sampling details and hyperparameter values. The headline normal-accuracy result is credible, and because evaluation uses held-out ground-truth normals, the comparison against baselines that do not optimise these losses is fair. The main weakness is that the second half of the central claim — that visual fidelity is maintained 'without greatly sacrificing' it — is an average statement contradicted by per-scene results on exactly the reflective objects the method targets, and the paper's independent geometric metric (disparity RMSE) is not improved over the directly comparable baseline.","major_comments":[{"comment":"The claim of 'comparable performance to Ref-NeRF in visual fidelity' (Section 4.1) and of improving geometry 'without greatly sacrificing visual fidelity' (Section 5) is not supported on a per-scene basis. On the Toaster scene of Shiny Objects, Surf-NeRF drops to 20.76 dB PSNR and 0.869 SSIM from the Zip+Ref-NeRF baseline's 24.29 dB and 0.921 SSIM (Table F.1), a 3.53 dB (14.5% relative) PSNR loss, and the Teapot scene drops by 1.63 dB (46.09 to 44.46 dB). These are precisely the reflective-object cases the method targets. The aggregates in Table 1 (32.82 versus 33.14 dB) are dominated by the roughly 44-46 dB Teapot scene and mask both losses. Section 4.6 admits 'slightly reduced PSNR scores', but the Toaster magnitude is not slight. The manuscript should qualify the fidelity claim per scene, state the worst-case scene when summarising the trade-off, and analyse why regularisation degrades Toaster (for example the interreflection behaviour noted in Figure F.2).","section":"Section 4.1, Table F.1"},{"comment":"The disparity-RMSE claims are contradicted by the paper's own tables. The caption of Table F.1 states 'We achieve improvements in all cases for disparity', but against Zip+Ref-NeRF the RMSE worsens on Coffee (0.203 to 0.205), Helmet (0.193 to 0.200), and Teapot (0.157 to 0.168), and the headline grid RMSE in Table 1 worsens from 0.195 to 0.198. The Conclusion's 'up to 27.8% in normals and 6.7% in disparity' has no identifiable source for the 6.7% figure: against the directly comparable Zip+Ref-NeRF baseline the disparity error is flat or worse, and a 6-7% improvement can only be obtained relative to weaker non-reflection baselines such as MipNeRF. This matters because normal MAE is the one metric directly optimised by Ln, while disparity RMSE is the paper's most independent geometry signal and it does not improve. The disparity claims should be corrected to the comparisons actually supported by the tables.","section":"Table 1, Table F.1, Section 5"},{"comment":"There are no error bars or repeated runs, and all free parameters — lambda_d, lambda_n, lambda_b, lambda_s (Supp. E), the curriculum start/end frequencies (Table 5), and k for the specular total variation (Supp. D) — were selected on the same Shiny Objects benchmark on which the headline numbers are reported. Table 5 shows the result is highly sensitive to the regularisation frequency: MAE ranges from 10.60 to 28.37 degrees and PSNR from 29.77 to 32.82 as the schedule changes, so the chosen 512/4 schedule is doing real work rather than being a benign default. The manuscript should report variance over at least a few seeds and should validate the chosen schedule and weights on a held-out split or on the Koala dataset rather than only on the benchmark used for Table 1.","section":"Tables 1 and 5, Supp. D and E"},{"comment":"The first-surface assumption is load-bearing: the median-weight criterion of Section 3.3 decides where all four regularisation terms are applied, and when it fails — for multi-modal weight distributions, volumetric effects, subsurface scattering, or hair — the regularisation is applied at the wrong location and can degrade both geometry and appearance. The limitation is acknowledged in Section 4.6, but the Introduction and Conclusion claim the method is 'a key step in enabling radiance-based representations for geometry critical applications' such as robotic manipulation and navigation, which involve exactly these unmodelled phenomena. The claims of generality should be scoped to opaque, surface-like geometry, and the failure mode of the median selection (for example in semi-transparent or interreflecting regions as shown in Figure F.2) should be discussed in the main text rather than only in the limitations paragraph.","section":"Section 3.3, Sections 1 and 5"}],"minor_comments":[{"comment":"The improvement is stated as '28%' in the abstract and '27.8%' in the conclusion; the correct figure from Table 1 is 27.9%, and the two statements should be made consistent.","section":"Abstract and Section 5"},{"comment":"The meaning of checkmarks in the '⋆' column conflicts with the legend, which says '⋆ ablates deterministic sphere sampling'; since the final row (Ours) checks both ⋆ and #, the table reads as though the proposed method ablates both components. Clarify whether ✓ means 'included' or 'ablated'.","section":"Table 4"},{"comment":"The Table 3 caption, 'Surface regularisation helps scene convergence around complex specular geometry improving PSNR', is true only against Zip+Ref-NeRF (23.69 dB); against plain ZipNeRF (27.79 dB), Surf-NeRF's 26.86 dB is a drop, and per-scene (Table F.3) Surf-NeRF loses to ZipNeRF on three of the four scenes. The caption should name the baseline to which the claim refers.","section":"Table 3 and Table F.3"},{"comment":"The Zip+Ref-NeRF baseline collapses to 15.47 dB PSNR and 0.435 SSIM on Shiny Ball, far outside the range of all other baselines; the manuscript should state whether that baseline run is valid, since a broken baseline inflates the apparent improvement of Surf-NeRF on that scene.","section":"Table F.3, Shiny Ball scene"},{"comment":"The statement that the curriculum schedule adds 'approximately a 25% increase to training time' should be derived explicitly from the stated start/end frequencies (every 512 iterations down to every 4) and the fraction of regularised steps, since the reader cannot reproduce this number from the text as written.","section":"Section 3.6"},{"comment":"The polar plots in Figure D.1 lack readable axis labels and a caption-level explanation of what is plotted (the spliced forward/backward hemispheres of specular sample directions); clarifying this would make the graph total-variation construction in Eq. (8) much easier to follow.","section":"Figure D.1"}],"recommendation":"major_revision","confidential_remarks":"The manuscript is a solid incremental contribution to a crowded area. The referee report asks for per-scene qualification of the fidelity claim, correction of the disparity claims, and variance reporting, all of which are within the scope of a revision; the normals claim itself is well supported by Table 1 and the ablations. No code repository is mentioned; I would encourage the editor to request a code release, since the supplementary material already provides sufficient detail to make this realistic. The robotics framing in the introduction is not backed by any experiment and should be toned down."},"author_rebuttal":null,"desk_editor":{"model":"deepseek-v4-flash","letter":"You asked about Surf-NeRF (2411.18652). The core idea is sensible: regularize a NeRF toward a surface light field by adding four losses—density smoothness, normal consistency, Lambertian/specular separation, and specular total variation—applied at a first-surface median-weight point, with a curriculum schedule and a permutohedral lattice encoding replacing the cubic hash grid. That is a genuine contribution, and the main geometric claim holds up on Shiny Objects: normal MAE goes from 14.70 (Zip+Ref-NeRF) to 10.60 degrees, about a 28% improvement, with ablations showing each loss contributes. The Koala dataset and the finetuning experiments are useful. The authors also clearly state their limitation around volumetric effects, which is good.\n\nThe soft spots are real but not fatal. The abstract says 'maintaining visual fidelity' and the conclusion says 'without greatly sacrificing visual fidelity,' yet per-scene results show the Toaster going from 24.29 to 20.76 dB PSNR against their own Zip+Ref-NeRF baseline, with SSIM dropping from 0.921 to 0.869. The aggregate looks fine only because the Teapot scene (roughly 46 dB) dominates. That needs to be reported honestly: the method trades render quality on exactly the reflective-object cases it targets, and the trade-off is not 'slight.' Second, there are no error bars or repeated runs, and the loss weights and curriculum schedule were selected on the same benchmarks. That doesn't invalidate the numbers, but it makes them brittle. Third, no code or dataset is released, which makes independent verification harder. The first-surface assumption is a genuine limitation, but the paper acknowledges it and the tested scenes are opaque solids, so it doesn't impeach the headline.\n\nThe paper deserves a serious referee. It is incremental but solid, with clear thinking and an honest limitations section. For revision, I'd ask the authors to qualify the visual-fidelity claim, report per-scene trade-offs, and ideally release code/data. I'd send it to someone who works on NeRF geometry and reflective objects. For my own work, I might cite it if I needed a plug-in regularizer for geometry-critical NeRF.","headline":"Surf-NeRF's normal-accuracy gains are real on the tested benchmark, but the abstract's promise of 'maintaining visual fidelity' is too strong—the Toaster scene shows a 3.5 dB PSNR drop.","tokens_in":21701,"tokens_out":2884,"would_cite":true,"duration_ms":26364,"reading_group":"maybe","serious_thinker":"yes","would_accept_peer_review":true},"rs_alignment":null,"lean_confirmation":null,"pith_extraction":{"msc":[],"pacs":[],"model":"deepseek-v4-flash","headline":"Surf-NeRF claims that steering a NeRF toward a surface light field with four regularisation losses and a permutohedral lattice encoding yields 27.9 percent more accurate surface normals than grid-based reflection-parameterised baselines…","keywords":["neural radiance fields","surface light fields","surface regularisation","permutohedral lattice","shape-radiance ambiguity","normal estimation","view-dependent appearance","curriculum learning"],"falsifier":"Render a synthetic scene with known ground-truth geometry that contains a genuinely volumetric element—for example a hair strand or a wisp of smoke rendered with volumetric scattering—train Surf-NeRF and the unregularised Zip+Ref-NeRF baseline on identical views, and compare predicted normals and depth to ground truth; if the regularised model's normal MAE or depth RMSE is worse than the baseline's, the first-surface assumption that locates the regularisation is falsified.","tokens_in":20666,"feed_emoji":"📐","tokens_out":8799,"duration_ms":66261,"temperature":0.7,"pith_summary":"Neural radiance fields (NeRFs) reconstruct scenes from photos, but they are prone to shape-radiance ambiguity: the network can invent ghost geometry to explain reflections and highlights, producing surfaces that look right from the training views but are wrong in 3D. Surf-NeRF tries to fix this by steering the representation toward a surface light field, in which colour is emitted from a smooth surface and splits into a Lambertian (view-independent) part and a view-dependent specular part. The paper introduces four regularisation terms—density smoothness, normal consistency, Lambertian bias, and specular total variation—applied at the first surface point along each ray, together with a permutohedral lattice hash encoding that represents curved geometry better than cubic grids. On the Shiny Objects benchmark, this yields 27.9 percent more accurate surface normals than a grid-based Ref-NeRF baseline (10.60° vs 14.70° mean angular error) with comparable PSNR and SSIM. If the claim holds, it would make radiance-field reconstructions trustworthy for geometry-critical tasks such as robotic manipulation and 3D modelling.","feed_headline":"28% sharper normals from surface-regularised NeRF","feed_subtitle":"Sharper normals get NeRF closer to reliable geometry for robotic grasping and 3D modelling.","key_machinery":"The load-bearing object is the surface light field—a model in which all radiance originates from a piecewise smooth surface and is written as a Lambertian diffuse colour plus a view-dependent specular term—and the mechanism that enforces it is a set of four local regularisation losses evaluated at a first-surface point $x^*$ per ray. A permutohedral lattice hash encoding (a memory-efficient lattice of regular tetrahedra used for feature interpolation) carries the geometric side of the argument: it represents curved, non-planar density regions more accurately than the cubic hash grids of previous work. The regularisation terms are: density smoothness $L_d$, which penalises density away from the surface plane; normal consistency $L_n$, which aligns nearby normals; Lambertian bias $L_b$, which removes view-independent energy from the specular colour channel; and specular total variation $L_s$, which smooths the view-dependent colour over the viewing sphere. A curriculum schedule (regularising every $2^k$ iterations, from every 512 early to every 4 late) applies these losses with increasing frequency, and the sampling geometry scales with the radial variance of the integrated positional encoding so that regularisation stays at the scale of a single pixel as the representation converges.","core_discovery":"The paper's central claim is that a NeRF, which is normally free to place density anywhere along a ray, can be conditioned to find real surface geometry by regularising it toward a surface light field. The method first locates a candidate surface point on each ray using a first-surface assumption (the first point whose rendering weight exceeds the ray's median weight), then samples the density field in a small ball around that point and the view-dependent colour through a set of viewing directions. Four losses push these samples to behave like a surface: density is penalised away from a plane perpendicular to the local normal, neighbour normals are encouraged to align, the specular colour is penalised for containing a view-independent (Lambertian) bias, and the specular colour is smoothed by total variation across the viewing sphere. The regularisation is scheduled so that it is applied rarely early in training and increasingly often later, and the cubic hash grid of Zip-NeRF is replaced by a permutohedral lattice, whose regular tetrahedra interpolate features more faithfully over curved surfaces. The result, the paper reports, is a 27.9 percent reduction in normal error on the Shiny Objects dataset compared with the grid-based reflection-parameterised baseline, with colour fidelity nearly unchanged and a physically more consistent separation of diffuse and specular appearance.","pith_inferences":["Our inference: the first-surface assumption is the fragile point; scenes dominated by hair, smoke, or subsurface scattering would likely see the regularisation push density to a wrong 'surface,' so a natural test is to weight the losses by the spread of the ray's weight distribution, weakening the terms where density is genuinely volumetric.","Our inference: the Lambertian-bias loss encodes a general principle—view-independent energy in the view-dependent channel is a symptom of shape-radiance ambiguity—so the same loss could be transplanted to other reflectance decomposition or inverse-rendering systems even when their geometry is not a NeRF density field.","Our inference: because the spatial sampling terms depend only on density and normals, they should transfer to explicit radiance representations such as 3D Gaussian splatting, where the analogous regularisation would pull Gaussians onto a smoother surface and might reduce the need for 'background' Gaussians that explain reflections.","Our inference: the median-weight surface heuristic could be validated or replaced by comparing against a depth sensor; on scenes with known ground-truth depth, measuring how often the chosen $x^*$ lies within a pixel's worth of the true surface would quantify the ceiling of the approach."],"forward_implications":["On the Shiny Objects dataset, Surf-NeRF lowers surface-normal mean angular error from 14.70° (Zip+Ref-NeRF) to 10.60°, a 27.9 percent improvement, while PSNR and SSIM remain comparable (32.82 dB vs 33.14 dB).","The regularisation separates Lambertian and specular appearance: diffuse content such as racing stripes and toast moves into the diffuse channel, leaving reflections in the specular channel.","The method works as a fine-tuning step: applying the regularisation losses to an already-trained ZipNeRF or Zip+Ref-NeRF model improves normals (e.g., from 24.21° to 23.57° median MAE on the car scene) without re-training from scratch.","The permutohedral lattice alone improves normals over a cubic grid (13.76° vs 14.70° MAE), and the full combination produces the largest gain, so the two contributions are complementary.","The curriculum schedule keeps the added training cost near 25 percent rather than doubling compute, since regularisation is applied on every $2^k$ iterations."],"supporting_citations":[{"why":"Supplies the permutohedral lattice structure whose tetrahedral interpolation replaces the cubic hash grid.","marker":"[1]"},{"why":"Provides the integrated positional encoding whose covariances set the sampling scale for the spatial and directional batches.","marker":"[4]"},{"why":"Provides the Mip-NeRF360 volumetric rendering formulation and the base for the positionally-encoded implementation.","marker":"[5]"},{"why":"Zip-NeRF is the grid-based NeRF variant that Surf-NeRF builds on and the source of the conical frustum sampling.","marker":"[6]"},{"why":"Supplies the deterministic Fibonacci-lattice sphere sampling used to build the spatial and directional batches.","marker":"[17]"},{"why":"Shows the permutohedral lattice encoding applied to volumetric fields, which Surf-NeRF adopts and repurposes for geometry.","marker":"[39]"},{"why":"Ref-NeRF's reflection parameterisation (diffuse plus specular) is the appearance model and the main baseline that Surf-NeRF improves upon.","marker":"[43]"},{"why":"Defines the surface light field model that motivates the regularisation targets.","marker":"[48]"}],"fun_headline_variants":["Surface regularisation gives NeRF 28% truer normals","NeRF geometry sharpened by surface-regularised training","28% more accurate normals from a NeRF that learns surfaces","Surface-regularised NeRF: 28% better normals for 3D","NeRF with surface regularisation yields 28% sharper normals"],"cache_read_input_tokens":3200,"weakest_assumption_plain":"The method assumes that each ray's radiance comes from a solid first surface—the first point where the rendering weight passes the ray's median—and that the scene is piecewise smooth; if the real scene is volumetric (hair, smoke, subsurface scattering) or contains strong interreflections, the regularisation is applied at the wrong location and can degrade both geometry and appearance.","fun_headline_variants_meta":{"raw":{"variants":["Surface regularisation gives NeRF 28% truer normals","NeRF geometry sharpened by surface-regularised training","28% more accurate normals from a NeRF that learns surfaces","Surface-regularised NeRF: 28% better normals for 3D","NeRF with surface regularisation yields 28% sharper normals"]},"model":"deepseek-v4-flash","effort":"low","cost_usd":0.000707,"raw_usage":{"total_tokens":3205,"prompt_tokens":987,"completion_tokens":2218,"prompt_tokens_details":{"cached_tokens":384},"prompt_cache_hit_tokens":384,"prompt_cache_miss_tokens":603,"completion_tokens_details":{"reasoning_tokens":2125}},"tokens_in":603,"tokens_out":2218,"duration_ms":15284,"temperature":1.0,"reasoning_tokens":2125,"cache_read_input_tokens":384,"cache_creation_input_tokens":0},"cache_creation_input_tokens":0},"created_at":"2026-08-12T11:35:12.107117+00:00","model_set":{"reader":"deepseek-v4-flash"},"falsifier":"Render a synthetic scene with known ground-truth geometry that contains a genuinely volumetric element—for example a hair strand or a wisp of smoke rendered with volumetric scattering—train Surf-NeRF and the unregularised Zip+Ref-NeRF baseline on identical views, and compare predicted normals and depth to ground truth; if the regularised model's normal MAE or depth RMSE is worse than the baseline's, the first-surface assumption that locates the regularisation is falsified.","supporting_citations":[{"cited_title":"Fast high-dimensional ﬁltering using the permutohedral lat- tice","cited_arxiv_id":null,"evidence_quote":"Supplies the permutohedral lattice structure whose tetrahedral interpolation replaces the cubic hash grid."},{"cited_title":"Mip-NeRF: A multiscale representation for anti-aliasing neural radiance ﬁelds","cited_arxiv_id":null,"evidence_quote":"Provides the integrated positional encoding whose covariances set the sampling scale for the spatial and directional batches."},{"cited_title":"Mip-NeRF 360: Unbounded anti-aliased neural radiance ﬁelds","cited_arxiv_id":null,"evidence_quote":"Provides the Mip-NeRF360 volumetric rendering formulation and the base for the positionally-encoded implementation."},{"cited_title":"Barron, Ben Mildenhall, Dor V erbin, Pratul P","cited_arxiv_id":null,"evidence_quote":"Zip-NeRF is the grid-based NeRF variant that Surf-NeRF builds on and the source of the conical frustum sampling."},{"cited_title":"Hanebeck","cited_arxiv_id":null,"evidence_quote":"Supplies the deterministic Fibonacci-lattice sphere sampling used to build the spatial and directional batches."},{"cited_title":"Permutosdf: Fast multi-view reconstruction with implicit surfaces using per- mutohedral lattices","cited_arxiv_id":null,"evidence_quote":"Shows the permutohedral lattice encoding applied to volumetric fields, which Surf-NeRF adopts and repurposes for geometry."},{"cited_title":"Ref-NeRF: Structured View-Dependent Appearance For Neural Radi- ance Fields","cited_arxiv_id":null,"evidence_quote":"Ref-NeRF's reflection parameterisation (diffuse plus specular) is the appearance model and the main baseline that Surf-NeRF improves upon."},{"cited_title":"Wood, Daniel I","cited_arxiv_id":null,"evidence_quote":"Defines the surface light field model that motivates the regularisation targets."}],"review_version":1}