Research map / 3D vision / Gaussian splatting
Generative Gaussian Splatting for Unbounded 3D City Generation
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Proposes GaussianCity, a generative 3D Gaussian splatting framework that uses a compact BEV-Point representation and a Point Serializer-based decoder to synthesize unbounded 3D cities in a single feed-forward pass.
Problem
Unbounded 3D city generation with 3D Gaussian splatting is infeasible because the number of Gaussians grows to billions, causing out-of-memory issues and huge storage for city-scale scenes.
Approach
Decouples Gaussian attributes into position-related BEV maps (extruded into visible BEV points with a constant VRAM budget) and style-related instance codes in a style lookup table, then decodes Gaussian RGB attributes with a point-serialized Transformer and rasterizes them.
Key results
- On GoogleEarth, GaussianCity reaches FID 86.94 and KID 0.090 versus 97.38 FID for CityDreamer, with runtime of 93 ms versus 5580 ms.
- On KITTI-360, GaussianCity achieves FID 29.5 and KID 0.017, improving over UrbanGIRAFFE (FID 39.6).
- Ray-intersection visibility filtering reduces the point count from 1.4M (region) to 31.7K while keeping VRAM at about 1.4 GB.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use GaussianCity instead of CityDreamer | GoogleEarth city generation · GoogleEarth | FID: 97.38 -> 86.94 | Helped |
| Use GaussianCity instead of CityDreamer | GoogleEarth city generation · GoogleEarth | Runtime (ms): 5580 -> 93 | Helped |
| Use GaussianCity instead of the strongest listed FID baseline | KITTI-360 city generation · KITTI-360 | FID: 31.9 -> 29.5 | Helped |
| Add ray-intersection visibility filtering (ablation) | BEV-Point representation · GoogleEarth | VRAM (G): Out of Memory -> 1.41 | Helped |
| Add a density map with ray-intersection visibility filtering (ablation) | BEV-Point representation · GoogleEarth | VRAM (G): 1.41 -> 1.39 | Helped |
| Add Point Serializer and Point Transformer (ablation) | BEV-Point Decoder · GoogleEarth | FID: 151.27 -> 86.94 | Helped |
| Add Point Serializer (ablation) | BEV-Point Decoder with Point Transformer · GoogleEarth | FID: 119.40 -> 86.94 | Helped |
| Replace Equation 13 with Hilbert serialization (ablation) | Point Serializer · GoogleEarth | FID: 86.94 -> 86.72 | No clear effect |
| Use Equation 13 and Hilbert serialization together (ablation) | Point Serializer · GoogleEarth | FID: 86.94 -> 86.28 | No clear effect |
Surprising findings
- Removing the density map increases point count only by 20%-50%, while dense point sets run out of memory without visibility filtering.
- Different serialization methods (Eq. 13 vs Hilbert curve) have minimal impact on generation quality.
Limitations
- Height-field lifting assumes Manhattan-style buildings and cannot represent hollow structures.
- Decoder predicts only RGB Gaussian attributes, not the full 3D-GS parameter set (scale, rotation, opacity), limiting expressiveness.
Experimental setup
Datasets: GoogleEarth KITTI-360
Benchmarks: GoogleEarth KITTI-360
Metrics: FID KID depth error camera error runtime user study scores
Baselines: SGAM PersistentNature SceneDreamer InfiniCity CityDreamer StyleGAN2 GSN GIRAFFE UrbanGIRAFFE
Builds on: 3D Gaussian splatting CityDreamer StyleGAN2 Point Transformer
Closest papers by meaning
- Lightweight Predictive 3D Gaussian Splats (ICLR 2025 · similarity 0.90)
- EVolSplat: Efficient Volume-based Gaussian Splatting for Urban View Synthesis (CVPR 2025 · similarity 0.90)
- DirectTriGS: Triplane-based Gaussian Splatting Field Representation for 3D Generation (CVPR 2025 · similarity 0.89)
- Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives (CVPR 2025 · similarity 0.89)
- CityGaussianV2: Efficient and Geometrically Accurate Reconstruction for Large-Scale Scenes (ICLR 2025 · similarity 0.89)
- Horizon-GS: Unified 3D Gaussian Splatting for Large-Scale Aerial-to-Ground Scenes (CVPR 2025 · similarity 0.89)
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