# CityGo: Lightweight Urban Modeling and Rendering with Proxy Buildings and Residual Gaussians

arXiv: https://arxiv.org/abs/2505.21041 · HTML: https://mlsanity.com/paper/2505.21041/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- Builds on 33 of its 57 references that are in the map.
- First posted on arXiv 27 May 2025.

## Builds on (most cited first, 30 of 33)

- [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)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [MVSNet: Depth Inference for Unstructured Multi-view Stereo](https://mlsanity.com/paper/1804.02505/) (2018)
- [Block-NeRF: Scalable Large Scene Neural View Synthesis](https://mlsanity.com/paper/2202.05263/) (2022)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (2023)
- [Point-NeRF: Point-based Neural Radiance Fields](https://mlsanity.com/paper/2201.08845/) (2022)
- [Learning an Animatable Detailed 3D Face Model from In-The-Wild Images](https://mlsanity.com/paper/2012.04012/) (2020)
- [Mega-NeRF: Scalable Construction of Large-Scale NeRFs for Virtual Fly-Throughs](https://mlsanity.com/paper/2112.10703/) (2021)
- [Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians](https://mlsanity.com/paper/2403.17898/) (2024)
- [A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets](https://mlsanity.com/paper/2406.12080/) (2024)
- [Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians](https://mlsanity.com/paper/2403.14166/) (2024)
- [VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction](https://mlsanity.com/paper/2402.17427/) (2024)
- [CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians](https://mlsanity.com/paper/2404.01133/) (2024)
- [SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splatting](https://mlsanity.com/paper/2403.05087/) (2024)
- [FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering](https://mlsanity.com/paper/2408.07967/) (2024)
- [DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation](https://mlsanity.com/paper/2410.06756/) (2024)
- [FracBits: Mixed Precision Quantization via Fractional Bit-Widths](https://mlsanity.com/paper/2007.02017/) (2020)
- [DOGS: Distributed-Oriented Gaussian Splatting for Large-Scale 3D Reconstruction Via Gaussian Consensus](https://mlsanity.com/paper/2405.13943/) (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)
- [LetsGo: Large-Scale Garage Modeling and Rendering via LiDAR-Assisted Gaussian Primitives](https://mlsanity.com/paper/2404.09748/) (2024)
- [UrbanBIS: a Large-scale Benchmark for Fine-grained Urban Building Instance Segmentation](https://mlsanity.com/paper/2305.02627/) (2023)
- [City3D: Large-Scale Building Reconstruction from Airborne LiDAR Point Clouds](https://mlsanity.com/paper/2201.10276/) (2022)
- [NOPE-SAC: Neural One-Plane RANSAC for Sparse-View Planar 3D Reconstruction](https://mlsanity.com/paper/2211.16799/) (2022)
- [MeshGS: Adaptive Mesh-Aligned Gaussian Splatting for High-Quality Rendering](https://mlsanity.com/paper/2410.08941/) (2024)
- [PointNeRF++: A multi-scale, point-based Neural Radiance Field](https://mlsanity.com/paper/2312.02362/) (2023)

## Built on by (most cited first, 5 of 5)

- [Duplex-GS: Proxy-Guided Weighted Blending for Real-Time Order-Independent Gaussian Splatting](https://mlsanity.com/paper/2508.03180/) (2025)
- [Local-GS: Accelerating 3D Gaussian Splatting via Tile-Local Warp Coherence](https://mlsanity.com/paper/2606.16566/) (2026)
- [GS4City: Hierarchical Semantic Gaussian Splatting via City-Model Priors](https://mlsanity.com/paper/2604.11401/) (2026)
- [ForeSplat: Optimization-Aware Foresight for Feed-Forward 3D Gaussian Splatting](https://mlsanity.com/paper/2605.22020/) (2026)
- [SiZeUp: Fast 3D Proxy from Aerial Images via Depth Ordinal Loss](https://mlsanity.com/paper/2608.22821/) (2026)

## Abstract (arXiv)

Accurate and efficient modeling of large-scale urban scenes is critical for applications such as AR navigation, UAV based inspection, and smart city digital twins. While aerial imagery offers broad coverage and complements limitations of ground-based data, reconstructing city-scale environments from such views remains challenging due to occlusions, incomplete geometry, and high memory demands. Recent advances like 3D Gaussian Splatting (3DGS) improve scalability and visual quality but remain limited by dense primitive usage, long training times, and poor suit ability for edge devices. We propose CityGo, a hybrid framework that combines textured proxy geometry with residual and surrounding 3D Gaussians for lightweight, photorealistic rendering of urban scenes from aerial perspectives. Our approach first extracts compact building proxy meshes from MVS point clouds, then uses zero order SH Gaussians to generate occlusion-free textures via image-based rendering and back-projection. To capture high-frequency details, we introduce residual Gaussians placed based on proxy-photo discrepancies and guided by depth priors. Broader urban context is represented by surrounding Gaussians, with importance-aware downsampling applied to non-critical regions to reduce redundancy. A tailored optimization strategy jointly refines proxy textures and Gaussian parameters, enabling real-time rendering of complex urban scenes on mobile GPUs with significantly reduced training and memory requirements. Extensive experiments on real-world aerial datasets demonstrate that our hybrid representation significantly reduces training time, achieving on average 1.4x speedup, while delivering comparable visual fidelity to pure 3D Gaussian Splatting approaches. Furthermore, CityGo enables real-time rendering of large-scale urban scenes on mobile consumer GPUs, with substantially reduced memory usage and energy consumption.
