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CityGaussianV2: Efficient and Geometrically Accurate Reconstruction for Large-Scale Scenes
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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
- On GauU-Scene, the method reaches F1 0.501 versus 0.453 for CityGS and 0.491 for 2DGS, with PSNR 24.51 versus 24.75 for CityGS.
- On MatrixCity-Aerial, F1 is 0.556 versus 0.462 for CityGS, with recall 0.752 versus 0.637.
- On Residence ablation, parallel tuning with trim cuts memory from 31.5 GB to 19.0 GB and storage to 1.90 GB, and the SH-degree-2 plus VQ small version reaches 0.44 MB... reported as 0.44 GB storage and 14.2 GB memory.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use CityGaussianV2 instead of CityGS | 2DGS-based reconstruction · GauU-Scene | F1: 0.453 -> 0.501 | Helped |
| Use CityGaussianV2 instead of CityGS | 2DGS-based reconstruction · MatrixCity-Aerial | F1: 0.462 -> 0.556 | Helped |
| Use CityGaussianV2 instead of CityGS | 2DGS-based reconstruction · MatrixCity-Street | F1: 0.401 -> 0.503 | Helped |
| Add the Elongation Filter (ablation) | 2DGS pretraining · Residence (GauU-Scene) | F1: 0.410 -> 0.411 | No clear effect |
| Add DGD densification (ablation) | 2DGS with Elongation Filter · Residence (GauU-Scene) | PSNR: 21.18 -> 22.24 | Helped |
| Add Depth Regression (ablation) | 2DGS with Elongation Filter and DGD · Residence (GauU-Scene) | F1: 0.429 -> 0.438 | Helped |
| Add parallel tuning (ablation) | CityGaussianV2 · Residence (GauU-Scene) | F1: 0.438 -> 0.471 | Helped |
| Add contribution-based trimming (ablation) | parallel-tuned CityGaussianV2 · Residence (GauU-Scene) | F1: 0.471 -> 0.477 | Helped |
| Replace contribution-based trimming with pruning (ablation) | parallel-tuned CityGaussianV2 · Residence (GauU-Scene) | SSIM: 0.742 -> 0.738 | Hurt |
| Use SH degree 2 from the start (ablation) | CityGaussianV2 · Residence (GauU-Scene) | PSNR: 23.50 -> 23.49 | No clear effect |
| Add vectree quantization (ablation) | CityGaussianV2 with SH degree 2 · Residence (GauU-Scene) | F1: 0.474 -> 0.465 | Hurt |
| Use 7k-iteration pretraining (ablation) | CityGaussianV2 · Residence (GauU-Scene) | F1: 0.465 -> 0.461 | Hurt |
Limitations
- Evaluated only on scenes with compensated or constant lighting; illumination variation not addressed.
- TSDF-based mesh extraction struggles with thin structures such as spires and occluded road surfaces and building facades.
- Compression still lags CityGS in rendering speed even at similar Gaussian counts.
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
Closest papers by meaning
- VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction (CVPR 2024 · similarity 0.92)
- EVolSplat: Efficient Volume-based Gaussian Splatting for Urban View Synthesis (CVPR 2025 · similarity 0.91)
- Evolving High-Quality Rendering and Reconstruction in a Unified Framework with Contribution-Adaptive Regularization (CVPR 2025 · similarity 0.90)
- LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS (NeurIPS 2024 · similarity 0.90)
- GaussianSpa: An "Optimizing-Sparsifying" Simplification Framework for Compact and High-Quality 3D Gaussian Splatting (CVPR 2025 · similarity 0.90)
- DOGS: Distributed-Oriented Gaussian Splatting for Large-Scale 3D Reconstruction Via Gaussian Consensus (NeurIPS 2024 · similarity 0.90)
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