Table of Contents
Fetching ...

MajutsuCity: Language-driven Aesthetic-adaptive City Generation with Controllable 3D Assets and Layouts

Zilong Huang, Jun He, Xiaobin Huang, Ziyi Xiong, Yang Luo, Junyan Ye, Weijia Li, Yiping Chen, Ting Han

TL;DR

MajutsuCity presents a language-driven, aesthetically adaptive framework for scalable and controllable 3D city generation, featuring a four-stage pipeline that yields layout/height maps, assets, and materials, plus an interactive editing agent and a high-quality multimodal dataset. It combines LongCLIP- and ControlNet-based layout/height synthesis with bottom-up asset and material generation, culminating in a renderable city assembled from semantically aligned layers. A novel editing agent enables object-level Add/Delete/Edit/Move/Replace operations, facilitating iterative refinement, while a VLM-based evaluation framework (AQS and RDR) provides robust, multi-dimensional benchmarking. The approach achieves state-of-the-art results in geometry fidelity, stylistic adaptability, and semantic controllability, backed by extensive datasets and metrics that can spur future research and practical workflows in large-scale, text-guided 3D city synthesis.

Abstract

Generating realistic 3D cities is fundamental to world models, virtual reality, and game development, where an ideal urban scene must satisfy both stylistic diversity, fine-grained, and controllability. However, existing methods struggle to balance the creative flexibility offered by text-based generation with the object-level editability enabled by explicit structural representations. We introduce MajutsuCity, a natural language-driven and aesthetically adaptive framework for synthesizing structurally consistent and stylistically diverse 3D urban scenes. MajutsuCity represents a city as a composition of controllable layouts, assets, and materials, and operates through a four-stage pipeline. To extend controllability beyond initial generation, we further integrate MajutsuAgent, an interactive language-grounded editing agent} that supports five object-level operations. To support photorealistic and customizable scene synthesis, we also construct MajutsuDataset, a high-quality multimodal dataset} containing 2D semantic layouts and height maps, diverse 3D building assets, and curated PBR materials and skyboxes, each accompanied by detailed annotations. Meanwhile, we develop a practical set of evaluation metrics, covering key dimensions such as structural consistency, scene complexity, material fidelity, and lighting atmosphere. Extensive experiments demonstrate MajutsuCity reduces layout FID by 83.7% compared with CityDreamer and by 20.1% over CityCraft. Our method ranks first across all AQS and RDR scores, outperforming existing methods by a clear margin. These results confirm MajutsuCity as a new state-of-the-art in geometric fidelity, stylistic adaptability, and semantic controllability for 3D city generation. We expect our framework can inspire new avenues of research in 3D city generation. Our project page: https://longhz140516.github.io/MajutsuCity/.

MajutsuCity: Language-driven Aesthetic-adaptive City Generation with Controllable 3D Assets and Layouts

TL;DR

MajutsuCity presents a language-driven, aesthetically adaptive framework for scalable and controllable 3D city generation, featuring a four-stage pipeline that yields layout/height maps, assets, and materials, plus an interactive editing agent and a high-quality multimodal dataset. It combines LongCLIP- and ControlNet-based layout/height synthesis with bottom-up asset and material generation, culminating in a renderable city assembled from semantically aligned layers. A novel editing agent enables object-level Add/Delete/Edit/Move/Replace operations, facilitating iterative refinement, while a VLM-based evaluation framework (AQS and RDR) provides robust, multi-dimensional benchmarking. The approach achieves state-of-the-art results in geometry fidelity, stylistic adaptability, and semantic controllability, backed by extensive datasets and metrics that can spur future research and practical workflows in large-scale, text-guided 3D city synthesis.

Abstract

Generating realistic 3D cities is fundamental to world models, virtual reality, and game development, where an ideal urban scene must satisfy both stylistic diversity, fine-grained, and controllability. However, existing methods struggle to balance the creative flexibility offered by text-based generation with the object-level editability enabled by explicit structural representations. We introduce MajutsuCity, a natural language-driven and aesthetically adaptive framework for synthesizing structurally consistent and stylistically diverse 3D urban scenes. MajutsuCity represents a city as a composition of controllable layouts, assets, and materials, and operates through a four-stage pipeline. To extend controllability beyond initial generation, we further integrate MajutsuAgent, an interactive language-grounded editing agent} that supports five object-level operations. To support photorealistic and customizable scene synthesis, we also construct MajutsuDataset, a high-quality multimodal dataset} containing 2D semantic layouts and height maps, diverse 3D building assets, and curated PBR materials and skyboxes, each accompanied by detailed annotations. Meanwhile, we develop a practical set of evaluation metrics, covering key dimensions such as structural consistency, scene complexity, material fidelity, and lighting atmosphere. Extensive experiments demonstrate MajutsuCity reduces layout FID by 83.7% compared with CityDreamer and by 20.1% over CityCraft. Our method ranks first across all AQS and RDR scores, outperforming existing methods by a clear margin. These results confirm MajutsuCity as a new state-of-the-art in geometric fidelity, stylistic adaptability, and semantic controllability for 3D city generation. We expect our framework can inspire new avenues of research in 3D city generation. Our project page: https://longhz140516.github.io/MajutsuCity/.

Paper Structure

This paper contains 19 sections, 1 equation, 6 figures, 3 tables.

Figures (6)

  • Figure 1: MajutsuCity is a language–driven, aesthetic-adaptive system that unifies controllable urban scene generation and interactive editing within a single framework. Conditioned on textual instructions, the framework synthesizes a complete stylized city through layout–height creation, asset instantiation, and terrain/material generation, and further enables iterative refinement through five atomic editing operations. This paradigm forms the core contribution of MajutsuCity, empowering users to create and continuously modify large-scale, stylistically diverse urban scenes through natural language.
  • Figure 2: Overview of the proposed MajutsuCity framework. MajutsuCity is an aesthetic-adaptive generative framework that enables controllable, object-level 3D urban scene generation from natural language descriptions. It consists of Scene Design, Layout Generation, Assets & Materials Generation, and Scene Generation.
  • Figure 3: Overview of MajutsuDataset, a high-quality multimodal dataset designed for text-guided 3D urban scene generation. (a) The OSM-based Layout/Elevation subset provides paired semantic layout maps, height maps, and detailed textual descriptions generated by GPT-5-mini. (b) The 3D Building Models subset includes 1,000 assets covering diverse architectural styles. (c) The Texture Map subset contains a large-scale library of seamlessly tilable PBR materials and HDR skybox maps.
  • Figure 4: Qualitative comparison of city layouts generation. Our method yields more realistic and coherent urban layouts than prior InfiniteGAN lin2023infinicity, CityDreamer xie2024citydreamer and CityCraft deng2024citycraft.
  • Figure 5: Qualitative comparison of city scene. We compare our method with CityDreamer xie2024citydreamer, GaussianCity xie2025generative, UrbanWorld shang2024urbanworld, and CityCraft deng2024citycraft across two representative scenes. Our approach produces scenes with higher geometric fidelity, better multi-view consistency, and richer stylistic diversity than all baselines.
  • ...and 1 more figures