# Robust and Efficient 3D Gaussian Splatting for Urban Scene Reconstruction

arXiv: https://arxiv.org/abs/2507.23006 · HTML: https://mlsanity.com/paper/2507.23006/

## Key facts

- Cited by 8 papers in the map (data through 14 Oct 2026).
- Builds on 46 of its 57 references that are in the map.
- First posted on arXiv 30 Jul 2025.

## Builds on (most cited first, 30 of 46)

- [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)
- [SAM 2: Segment Anything in Images and Videos](https://mlsanity.com/paper/2408.00714/) (2024)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (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)
- [Depth Anything V2](https://mlsanity.com/paper/2406.09414/) (2024)
- [NeRF in the Wild: Neural Radiance Fields for Unconstrained Photo Collections](https://mlsanity.com/paper/2008.02268/) (2020)
- [Nerfies: Deformable Neural Radiance Fields](https://mlsanity.com/paper/2011.12948/) (2020)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [Volume Rendering of Neural Implicit Surfaces](https://mlsanity.com/paper/2106.12052/) (2021)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction](https://mlsanity.com/paper/2309.13101/) (2023)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [Block-NeRF: Scalable Large Scene Neural View Synthesis](https://mlsanity.com/paper/2202.05263/) (2022)
- [KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs](https://mlsanity.com/paper/2103.13744/) (2021)
- [Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fields](https://mlsanity.com/paper/2304.06706/) (2023)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (2023)
- [Neuralangelo: High-Fidelity Neural Surface Reconstruction](https://mlsanity.com/paper/2306.03092/) (2023)
- [Mega-NeRF: Scalable Construction of Large-Scale NeRFs for Virtual Fly-Throughs](https://mlsanity.com/paper/2112.10703/) (2021)
- [Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis](https://mlsanity.com/paper/2312.16812/) (2023)
- [Neural Scene Graphs for Dynamic Scenes](https://mlsanity.com/paper/2011.10379/) (2020)
- [gsplat: An Open-Source Library for Gaussian Splatting](https://mlsanity.com/paper/2409.06765/) (2024)
- [DNGaussian: Optimizing Sparse-View 3D Gaussian Radiance Fields with Global-Local Depth Normalization](https://mlsanity.com/paper/2403.06912/) (2024)
- [Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesis](https://mlsanity.com/paper/2401.02436/) (2023)
- [BungeeNeRF: Progressive Neural Radiance Field for Extreme Multi-scale Scene Rendering](https://mlsanity.com/paper/2112.05504/) (2021)
- [A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets](https://mlsanity.com/paper/2406.12080/) (2024)
- [VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction](https://mlsanity.com/paper/2402.17427/) (2024)

## Built on by (most cited first, 8 of 8)

- [TTSA3R: Training-Free Temporal-Spatial Adaptive Persistent State for Streaming 3D Reconstruction](https://mlsanity.com/paper/2601.22615/) (2026)
- [You Only Gaussian Once: Controllable 3D Gaussian Splatting for Ultra-Densely Sampled Scenes](https://mlsanity.com/paper/2604.21400/) (2026)
- [Attention Itself Could Retrieve.RetrieveVGGT: Training-Free Long Context Streaming 3D Reconstruction via Query-Key Similarity Retrieval](https://mlsanity.com/paper/2605.09644/) (2026)
- [LoBE-GS: Load-Balanced and Efficient 3D Gaussian Splatting for Large-Scale Scene Reconstruction](https://mlsanity.com/paper/2510.01767/) (2025)
- [MetroGS: Efficient and Stable Reconstruction of Geometrically Accurate High-Fidelity Large-Scale Scenes](https://mlsanity.com/paper/2511.19172/) (2025)
- [Sky2Ground: A Benchmark for Site Modeling under Varying Altitude](https://mlsanity.com/paper/2603.13740/) (2026)
- [City-Level 3D Surface Reconstruction with Viewpoint Orientation Partitioning and Scene Completion](https://mlsanity.com/paper/2607.03771/) (2026)
- [PUGS: Physics-Guided Uncertainty Modeling for Underwater Dynamic 3D Gaussian Splatting](https://mlsanity.com/paper/2610.17936/) (2026)

## Abstract (arXiv)

We present a framework that enables fast reconstruction and real-time rendering of urban-scale scenes while maintaining robustness against appearance variations across multi-view captures. Our approach begins with scene partitioning for parallel training, employing a visibility-based image selection strategy to optimize training efficiency. A controllable level-of-detail (LOD) strategy explicitly regulates Gaussian density under a user-defined budget, enabling efficient training and rendering while maintaining high visual fidelity. The appearance transformation module mitigates the negative effects of appearance inconsistencies across images while enabling flexible adjustments. Additionally, we utilize enhancement modules, such as depth regularization, scale regularization, and antialiasing, to improve reconstruction fidelity. Experimental results demonstrate that our method effectively reconstructs urban-scale scenes and outperforms previous approaches in both efficiency and quality. The source code is available at: https://yzslab.github.io/REUrbanGS.
