Proc-GS: Procedural Building Generation for City Assembly with 3D Gaussians
Yixuan Li, Xingjian Ran, Linning Xu, Tao Lu, Mulin Yu, Zhenzhi Wang, Yuanbo Xiangli, Dahua Lin, Bo Dai
TL;DR
Proc-GS addresses the gap between high-fidelity 3D city rendering and scalable asset management by embedding procedural code into the 3D Gaussian Splatting framework. It decomposes buildings into base assets and a procedural code string, enabling efficient editing, cross-scene asset sharing, and infinite city generation through controlled assembly, while incorporating per-instantiation variance for realism. The MatrixBuilding dataset and the two-stage Asset Acquisition and Asset Assembly pipeline demonstrate that Procedural Code + 3D-GS can achieve competitive rendering quality with substantially reduced model size and improved robustness under sparse views, as well as superior 3D consistency in city-scale generation. The approach integrates with Houdini City Sample assets and employs building and city layout generators to assemble large, controllable virtual cities, with practical impact for games, film, autonomous driving, and embodied AI simulations that rely on photorealistic city data.
Abstract
Buildings are primary components of cities, often featuring repeated elements such as windows and doors. Traditional 3D building asset creation is labor-intensive and requires specialized skills to develop design rules. Recent generative models for building creation often overlook these patterns, leading to low visual fidelity and limited scalability. Drawing inspiration from procedural modeling techniques used in the gaming and visual effects industry, our method, Proc-GS, integrates procedural code into the 3D Gaussian Splatting (3D-GS) framework, leveraging their advantages in high-fidelity rendering and efficient asset management from both worlds. By manipulating procedural code, we can streamline this process and generate an infinite variety of buildings. This integration significantly reduces model size by utilizing shared foundational assets, enabling scalable generation with precise control over building assembly. We showcase the potential for expansive cityscape generation while maintaining high rendering fidelity and precise control on both real and synthetic cases.
