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CityDreamer: Compositional Generative Model of Unbounded 3D Cities
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CityDreamer composes separate instance-oriented (building) and stuff-oriented (background) BEV volumetric neural fields, driven by a MaskGIT-based unbounded layout generator, and introduces OSM and GoogleEarth CityGen datasets for unbounded 3D city generation.
Problem
Generating realistic, multi-view consistent, unbounded 3D cities is hard because buildings share one semantic class but vary widely in appearance, and existing 3D scene generators assign them a single label, causing structural distortions.
Approach
Split city generation into a building-instance generator and a background generator, each a BEV volumetric renderer with different scene parameterizations (generative hash grid for background stuff, periodic sin/cos positional encoding for building facades), composited into one image; the layout is produced by a MaskGIT-based unbounded layout generator.
Key results
- CityDreamer reaches FID 97.38 and KID 0.096 versus 123.83 / 0.109 for PersistentNature and 213.56 / 0.216 for SceneDreamer on GoogleEarth.
- CityDreamer achieves the lowest camera error (0.060) and depth error (0.147) among compared methods, with CE 0.186 for SceneDreamer.
- In a 20-volunteer user study, CityDreamer scored significantly higher than all baselines on perceptual quality, 3D realism, and view consistency.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use CityDreamer instead of SceneDreamer | 3D city generation · GoogleEarth evaluation set | FID: 213.56 -> 97.38 | Helped |
| Use CityDreamer instead of PersistentNature | 3D city generation · GoogleEarth evaluation set | KID: 0.109 -> 0.096 | Helped |
| Use CityDreamer instead of SceneDreamer | 3D city generation · GoogleEarth generated frames | DE: 0.152 -> 0.147 | Helped |
| Use CityDreamer instead of SceneDreamer | 3D city generation · GoogleEarth generated frames | CE: 0.186 -> 0.060 | Helped |
| Use the Unbounded Layout Generator instead of InfinityGAN | city layout generation · Generated city layouts | FID: 183.14 -> 124.45 | Helped |
| Use the Unbounded Layout Generator instead of IPSM | city layout generation · Generated city layouts | KID: 0.502 -> 0.123 | Helped |
| Add the Building Instance Generator (ablation) | CityDreamer · GoogleEarth evaluation set | FID: 213.56 -> 97.38 | Helped |
| Add building instance labels to the Building Instance Generator (ablation) | CityDreamer · GoogleEarth evaluation set | FID: 117.75 -> 97.38 | Helped |
| Use Global encoder + Hash for background and Local encoder + SinCos for building parameterization (ablation) | CityDreamer · GoogleEarth evaluation set | FID: 219.30 -> 97.38 | Helped |
| Use Local encoder + SinCos for background parameterization (ablation) | CityDreamer · GoogleEarth evaluation set | FID: 97.38 -> 107.63 | Hurt |
| Use Global encoder + Hash for building parameterization (ablation) | CityDreamer · GoogleEarth evaluation set | FID: 97.38 -> 219.30 | Hurt |
| Use Global encoder + Hash for both background and building parameterization (ablation) | CityDreamer · GoogleEarth evaluation set | FID: 97.38 -> 213.56 | Hurt |
Surprising findings
- Using HashGrid for building generation hurt building structure: the paper reports that hash-grid parameterization makes buildings less structurally reasonable, so SinCos positional encoding is used for buildings instead.
Limitations
- Layout generation extrudes voxels to heights, so concave geometries such as caves and tunnels cannot be modeled.
- Buildings are generated individually at inference, giving higher computation cost.
- InfiniCity was not open-sourced, so it is excluded from quantitative comparison.
Experimental setup
Datasets: OSM GoogleEarth
Benchmarks: GoogleEarth
Metrics: FID KID depth error camera error user study score
Baselines: SGAM PersistentNature SceneDreamer InfiniCity InfinityGAN IPSM
Builds on: SceneDreamer MaskGIT NeRF GANCraft
Closest papers by meaning
- Generative Gaussian Splatting for Unbounded 3D City Generation (CVPR 2025 · similarity 0.88)
- CymbaDiff: Structured Spatial Diffusion for Sketch-based 3D Semantic Urban Scene Generation (NeurIPS 2025 · similarity 0.86)
- Dynamic 3D Gaussian Fields for Urban Areas (NeurIPS 2024 · similarity 0.86)
- Outdoor Scene Extrapolation with Hierarchical Generative Cellular Automata (CVPR 2024 · similarity 0.86)
- 3D-SceneDreamer: Text-Driven 3D-Consistent Scene Generation (CVPR 2024 · similarity 0.86)
- SemCity: Semantic Scene Generation with Triplane Diffusion (CVPR 2024 · similarity 0.85)
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