Generative Gaussian Splatting for Unbounded 3D City Generation
Haozhe Xie, Zhaoxi Chen, Fangzhou Hong, Ziwei Liu

TL;DR
GaussianCity introduces an efficient framework for unbounded 3D city generation using Gaussian Splatting, featuring a compact scene representation and spatial-aware decoding, achieving state-of-the-art results with significantly improved speed.
Contribution
The paper proposes GaussianCity, a novel Gaussian Splatting-based method that enables efficient, unbounded 3D city synthesis with constant VRAM usage and a new BEV-Point representation.
Findings
Achieves state-of-the-art 3D city generation quality.
Speeds up generation by 60 times compared to previous methods.
Maintains constant VRAM usage for unbounded scenes.
Abstract
3D city generation with NeRF-based methods shows promising generation results but is computationally inefficient. Recently 3D Gaussian Splatting (3D-GS) has emerged as a highly efficient alternative for object-level 3D generation. However, adapting 3D-GS from finite-scale 3D objects and humans to infinite-scale 3D cities is non-trivial. Unbounded 3D city generation entails significant storage overhead (out-of-memory issues), arising from the need to expand points to billions, often demanding hundreds of Gigabytes of VRAM for a city scene spanning 10km^2. In this paper, we propose GaussianCity, a generative Gaussian Splatting framework dedicated to efficiently synthesizing unbounded 3D cities with a single feed-forward pass. Our key insights are two-fold: 1) Compact 3D Scene Representation: We introduce BEV-Point as a highly compact intermediate representation, ensuring that the growth…
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Taxonomy
Topics3D Modeling in Geospatial Applications · 3D Surveying and Cultural Heritage · Remote Sensing and LiDAR Applications
