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CityGaussianV2: Efficient and Geometrically Accurate Reconstruction for Large-Scale Scenes

ICLR 2025 · 3D vision › Gaussian splatting · approach: Compact and efficient Gaussian splatting · 3 citations (OpenAlex)

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Scales 2D Gaussian Splatting to large-scale scenes with decomposed-gradient densification, depth regression from Depth-Anything-V2, an elongation filter, and a streamlined CityGaussian-style parallel training and compression pipeline, plus a TnT-style geometry evaluation protocol.

Problem

Accurate surface geometry and efficient parallel training/compression for large-scale scene reconstruction with Gaussian splatting remain hard: 2DGS suffers slow convergence, blurry surfels, and Gaussian count explosion under parallel training, and existing geometry benchmarks for large scenes are u

Approach

Use 2DGS as primitive, densify using only the SSIM-loss gradient (decomposed-gradient densification) to remove blurry surfels, filter densification of extremely elongated surfels to prevent count explosion, supervise with monocular depth, and replace CityGaussian's post-pruning and distillation with contribution-based trimming during block tuning and SH degree 2 from scratch.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use CityGaussianV2 instead of CityGS2DGS-based reconstruction · GauU-SceneF1: 0.453 -> 0.501Helped
Use CityGaussianV2 instead of CityGS2DGS-based reconstruction · MatrixCity-AerialF1: 0.462 -> 0.556Helped
Use CityGaussianV2 instead of CityGS2DGS-based reconstruction · MatrixCity-StreetF1: 0.401 -> 0.503Helped
Add the Elongation Filter (ablation)2DGS pretraining · Residence (GauU-Scene)F1: 0.410 -> 0.411No clear effect
Add DGD densification (ablation)2DGS with Elongation Filter · Residence (GauU-Scene)PSNR: 21.18 -> 22.24Helped
Add Depth Regression (ablation)2DGS with Elongation Filter and DGD · Residence (GauU-Scene)F1: 0.429 -> 0.438Helped
Add parallel tuning (ablation)CityGaussianV2 · Residence (GauU-Scene)F1: 0.438 -> 0.471Helped
Add contribution-based trimming (ablation)parallel-tuned CityGaussianV2 · Residence (GauU-Scene)F1: 0.471 -> 0.477Helped
Replace contribution-based trimming with pruning (ablation)parallel-tuned CityGaussianV2 · Residence (GauU-Scene)SSIM: 0.742 -> 0.738Hurt
Use SH degree 2 from the start (ablation)CityGaussianV2 · Residence (GauU-Scene)PSNR: 23.50 -> 23.49No clear effect
Add vectree quantization (ablation)CityGaussianV2 with SH degree 2 · Residence (GauU-Scene)F1: 0.474 -> 0.465Hurt
Use 7k-iteration pretraining (ablation)CityGaussianV2 · Residence (GauU-Scene)F1: 0.465 -> 0.461Hurt

Limitations

Experimental setup

Datasets: GauU-Scene MatrixCity

Benchmarks: GauU-Scene MatrixCity

Metrics: PSNR SSIM LPIPS F1 score precision recall training time memory storage size FPS

Baselines: SuGaR 2DGS GOF NeuS Neuralangelo CityGS

Builds on: 2D Gaussian Splatting CityGaussian 3D Gaussian Splatting Depth Anything V2 LightGaussian

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