# Proc-GS: Procedural Building Generation for City Assembly with 3D Gaussians

arXiv: https://arxiv.org/abs/2412.07660 · HTML: https://mlsanity.com/paper/2412.07660/

## Key facts

- Cited by 6 papers in the map (data through 14 Oct 2026).
- Builds on 32 of its 53 references that are in the map.
- First posted on arXiv 10 Dec 2024.

## Builds on (most cited first, 30 of 32)

- [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)
- [GPT-4o System Card](https://mlsanity.com/paper/2410.21276/) (2024)
- [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)
- [Towards Robust Monocular Depth Estimation: Mixing Datasets for Zero-shot Cross-dataset Transfer](https://mlsanity.com/paper/1907.01341/) (2019)
- [Efficient Geometry-aware 3D Generative Adversarial Networks](https://mlsanity.com/paper/2112.07945/) (2021)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [DreamGaussian: Generative Gaussian Splatting for Efficient 3D Content Creation](https://mlsanity.com/paper/2309.16653/) (2023)
- [Point-NeRF: Point-based Neural Radiance Fields](https://mlsanity.com/paper/2201.08845/) (2022)
- [Instruct-NeRF2NeRF: Editing 3D Scenes with Instructions](https://mlsanity.com/paper/2303.12789/) (2023)
- [Kubric: A scalable dataset generator](https://mlsanity.com/paper/2203.03570/) (2022)
- [ProcTHOR: Large-Scale Embodied AI Using Procedural Generation](https://mlsanity.com/paper/2206.06994/) (2022)
- [PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics](https://mlsanity.com/paper/2311.12198/) (2023)
- [MatrixCity: A Large-scale City Dataset for City-scale Neural Rendering and Beyond](https://mlsanity.com/paper/2309.16553/) (2023)
- [GaussianEditor: Editing 3D Gaussians Delicately with Text Instructions](https://mlsanity.com/paper/2311.16037/) (2023)
- [Infinite Photorealistic Worlds using Procedural Generation](https://mlsanity.com/paper/2306.09310/) (2023)
- [Delicate Textured Mesh Recovery from NeRF via Adaptive Surface Refinement](https://mlsanity.com/paper/2303.02091/) (2023)
- [CityDreamer: Compositional Generative Model of Unbounded 3D Cities](https://mlsanity.com/paper/2309.00610/) (2023)
- [SceneDreamer: Unbounded 3D Scene Generation from 2D Image Collections](https://mlsanity.com/paper/2302.01330/) (2023)
- [InfiniCity: Infinite-Scale City Synthesis](https://mlsanity.com/paper/2301.09637/) (2023)
- [Persistent Nature: A Generative Model of Unbounded 3D Worlds](https://mlsanity.com/paper/2303.13515/) (2023)
- [Generative Gaussian Splatting for Unbounded 3D City Generation](https://mlsanity.com/paper/2406.06526/) (2024)
- [Streetscapes: Large-scale Consistent Street View Generation Using Autoregressive Video Diffusion](https://mlsanity.com/paper/2407.13759/) (2024)
- [CityCraft: A Real Crafter for 3D City Generation](https://mlsanity.com/paper/2406.04983/) (2024)
- [UrbanWorld: An Urban World Model for 3D City Generation](https://mlsanity.com/paper/2407.11965/) (2024)
- [CityGen: Infinite and Controllable City Layout Generation](https://mlsanity.com/paper/2312.01508/) (2023)
- [CityX: Controllable Procedural Content Generation for Unbounded 3D Cities](https://mlsanity.com/paper/2407.17572/) (2024)
- [Generating Procedural Materials from Text or Image Prompts](https://mlsanity.com/paper/2304.13172/) (2023)
- [Procedural Modeling and Physically Based Rendering for Synthetic Data Generation in Automotive Applications](https://mlsanity.com/paper/1710.06270/) (2017)

## Built on by (most cited first, 6 of 6)

- [Direct Numerical Layout Generation for 3D Indoor Scene Synthesis via Spatial Reasoning](https://mlsanity.com/paper/2506.05341/) (2025)
- [Compositional Generative Model of Unbounded 4D Cities](https://mlsanity.com/paper/2501.08983/) (2025)
- [Pair2Scene: Learning Local Object Relations for Procedural Scene Generation](https://mlsanity.com/paper/2604.11808/) (2026)
- [Adaptive Scaling with Geometric and Visual Continuity of completed 3D objects](https://mlsanity.com/paper/2602.12905/) (2026)
- [SceneMosaic: Efficient and Diverse Simulation-Ready Scene Generation via Hybrid Agentic Layout Evolution](https://mlsanity.com/paper/2609.05594/) (2026)
- [ProxyBuild: Text-Guided Structured 3D Building Generation with Mesh-Anchored Procedural Proxies](https://mlsanity.com/paper/2609.23386/) (2026)

## Abstract (arXiv)

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.
