# CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians

arXiv: https://arxiv.org/abs/2404.01133 · HTML: https://mlsanity.com/paper/2404.01133/

## Key facts

- Cited by 192 papers in the map (data through 14 Oct 2026).
- Builds on 36 of its 51 references that are in the map.
- First posted on arXiv 1 Apr 2024.

## Builds on (most cited first, 30 of 36)

- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [NeRF in the Wild: Neural Radiance Fields for Unconstrained Photo Collections](https://mlsanity.com/paper/2008.02268/) (2020)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [Block-NeRF: Scalable Large Scene Neural View Synthesis](https://mlsanity.com/paper/2202.05263/) (2022)
- [RegNeRF: Regularizing Neural Radiance Fields for View Synthesis from Sparse Inputs](https://mlsanity.com/paper/2112.00724/) (2021)
- [Nerfstudio: A Modular Framework for Neural Radiance Field Development](https://mlsanity.com/paper/2302.04264/) (2023)
- [Point-NeRF: Point-based Neural Radiance Fields](https://mlsanity.com/paper/2201.08845/) (2022)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)
- [Neural Geometric Level of Detail: Real-time Rendering with Implicit 3D Shapes](https://mlsanity.com/paper/2101.10994/) (2021)
- [Mega-NeRF: Scalable Construction of Large-Scale NeRFs for Virtual Fly-Throughs](https://mlsanity.com/paper/2112.10703/) (2021)
- [Compact 3D Gaussian Representation for Radiance Field](https://mlsanity.com/paper/2311.13681/) (2023)
- [SynSin: End-to-end View Synthesis from a Single Image](https://mlsanity.com/paper/1912.08804/) (2019)
- [NeRF in the Dark: High Dynamic Range View Synthesis from Noisy Raw Images](https://mlsanity.com/paper/2111.13679/) (2021)
- [Urban Radiance Fields](https://mlsanity.com/paper/2111.14643/) (2021)
- [Differentiable Surface Splatting for Point-based Geometry Processing](https://mlsanity.com/paper/1906.04173/) (2019)
- [BungeeNeRF: Progressive Neural Radiance Field for Extreme Multi-scale Scene Rendering](https://mlsanity.com/paper/2112.05504/) (2021)
- [A Survey on 3D Gaussian Splatting](https://mlsanity.com/paper/2401.03890/) (2024)
- [MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes](https://mlsanity.com/paper/2302.12249/) (2023)
- [VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction](https://mlsanity.com/paper/2402.17427/) (2024)
- [MatrixCity: A Large-scale City Dataset for City-scale Neural Rendering and Beyond](https://mlsanity.com/paper/2309.16553/) (2023)
- [SinNeRF: Training Neural Radiance Fields on Complex Scenes from a Single Image](https://mlsanity.com/paper/2204.00928/) (2022)
- [SUDS: Scalable Urban Dynamic Scenes](https://mlsanity.com/paper/2303.14536/) (2023)
- [Compact 3D Scene Representation via Self-Organizing Gaussian Grids](https://mlsanity.com/paper/2312.13299/) (2023)

## Built on by (most cited first, 30 of 192)

- [Long-LRM: Long-sequence Large Reconstruction Model for Wide-coverage Gaussian Splats](https://mlsanity.com/paper/2410.12781/) (2024)
- [3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting](https://mlsanity.com/paper/2412.12507/) (2024)
- [3D Gaussian Splatting: Survey, Technologies, Challenges, and Opportunities](https://mlsanity.com/paper/2407.17418/) (2024)
- [CityGaussianV2: Efficient and Geometrically Accurate Reconstruction for Large-Scale Scenes](https://mlsanity.com/paper/2411.00771/) (2024)
- [On Scaling Up 3D Gaussian Splatting Training](https://mlsanity.com/paper/2406.18533/) (2024)
- [Generative Gaussian Splatting for Unbounded 3D City Generation](https://mlsanity.com/paper/2406.06526/) (2024)
- [Vidu4D: Single Generated Video to High-Fidelity 4D Reconstruction with Dynamic Gaussian Surfels](https://mlsanity.com/paper/2405.16822/) (2024)
- [DashGaussian: Optimizing 3D Gaussian Splatting in 200 Seconds](https://mlsanity.com/paper/2503.18402/) (2025)
- [On-the-fly Reconstruction for Large-Scale Novel View Synthesis from Unposed Images](https://mlsanity.com/paper/2506.05558/) (2025)
- [Dynamic 3D Gaussian Fields for Urban Areas](https://mlsanity.com/paper/2406.03175/) (2024)
- [Horizon-GS: Unified 3D Gaussian Splatting for Large-Scale Aerial-to-Ground Scenes](https://mlsanity.com/paper/2412.01745/) (2024)
- [Momentum-GS: Momentum Gaussian Self-Distillation for High-Quality Large Scene Reconstruction](https://mlsanity.com/paper/2412.04887/) (2024)
- [LetsGo: Large-Scale Garage Modeling and Rendering via LiDAR-Assisted Gaussian Primitives](https://mlsanity.com/paper/2404.09748/) (2024)
- [FLoD: Integrating Flexible Level of Detail into 3D Gaussian Splatting for Customizable Rendering](https://mlsanity.com/paper/2408.12894/) (2024)
- [CityGS-X: A Scalable Architecture for Efficient and Geometrically Accurate Large-Scale Scene Reconstruction](https://mlsanity.com/paper/2503.23044/) (2025)
- [LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering](https://mlsanity.com/paper/2505.23158/) (2025)
- [DroneSplat: 3D Gaussian Splatting for Robust 3D Reconstruction from In-the-Wild Drone Imagery](https://mlsanity.com/paper/2503.16964/) (2025)
- [Quadratic Gaussian Splatting: High Quality Surface Reconstruction with Second-order Geometric Primitives](https://mlsanity.com/paper/2411.16392/) (2024)
- [Sketch and Patch: Efficient 3D Gaussian Representation for Man-Made Scenes](https://mlsanity.com/paper/2501.13045/) (2025)
- [Advancing Extended Reality with 3D Gaussian Splatting: Innovations and Prospects](https://mlsanity.com/paper/2412.06257/) (2024)
- [Skyfall-GS: Synthesizing Immersive 3D Urban Scenes from Satellite Imagery](https://mlsanity.com/paper/2510.15869/) (2025)
- [RetinaGS: Scalable Training for Dense Scene Rendering with Billion-Scale 3D Gaussians](https://mlsanity.com/paper/2406.11836/) (2024)
- [GSplatLoc: Grounding Keypoint Descriptors into 3D Gaussian Splatting for Improved Visual Localization](https://mlsanity.com/paper/2409.16502/) (2024)
- [EF-3DGS: Event-Aided Free-Trajectory 3D Gaussian Splatting](https://mlsanity.com/paper/2410.15392/) (2024)
- [Efficient Scene Modeling via Structure-Aware and Region-Prioritized 3D Gaussians](https://mlsanity.com/paper/2411.12788/) (2024)
- [4D Gaussian Splatting: Modeling Dynamic Scenes with Native 4D Primitives](https://mlsanity.com/paper/2412.20720/) (2024)
- [Reconstructing 4D Spatial Intelligence: A Survey](https://mlsanity.com/paper/2507.21045/) (2025)
- [3DGS-DET: Empower 3D Gaussian Splatting with Boundary Guidance and Box-Focused Sampling for Indoor 3D Object Detection](https://mlsanity.com/paper/2410.01647/) (2024)
- [GlossyGS: Inverse Rendering of Glossy Objects with 3D Gaussian Splatting](https://mlsanity.com/paper/2410.13349/) (2024)
- [SfM-Free 3D Gaussian Splatting via Hierarchical Training](https://mlsanity.com/paper/2412.01553/) (2024)

## Abstract (arXiv)

The advancement of real-time 3D scene reconstruction and novel view synthesis has been significantly propelled by 3D Gaussian Splatting (3DGS). However, effectively training large-scale 3DGS and rendering it in real-time across various scales remains challenging. This paper introduces CityGaussian (CityGS), which employs a novel divide-and-conquer training approach and Level-of-Detail (LoD) strategy for efficient large-scale 3DGS training and rendering. Specifically, the global scene prior and adaptive training data selection enables efficient training and seamless fusion. Based on fused Gaussian primitives, we generate different detail levels through compression, and realize fast rendering across various scales through the proposed block-wise detail levels selection and aggregation strategy. Extensive experimental results on large-scale scenes demonstrate that our approach attains state-of-theart rendering quality, enabling consistent real-time rendering of largescale scenes across vastly different scales. Our project page is available at https://dekuliutesla.github.io/citygs/.
