Urban Scene Reconstruction
Latest papers
14 papers3 papers in the last four weeks, with none the four weeks before. 0.0% of all new papers.
Urban spatial intelligence calls for 3D cities that agents can measure, interpret, and modify across successive tasks. Maintaining such cities as persistent, code-based states requires lightweight acquisition and support for consistent state updates without repeated dense reconstruction. We therefore formulate a new setting for grounded urban world construction: generating large-scale, instance-level parameterized 3D cities from one low-altitude aerial RGB image per region and known camera parameters, while recovering metrically scaled buildings and explicit road geometry and connectivity. We introduce CityCode, an agent-operable representation that unifies metric geometry, urban topology, visual semantics, and 3D assets through persistent entity identities, with dependency-aware versioned execution for validated updates and historical restoration. We further develop Air2Code to construct this representation by combining visual structure extraction with adapted metric depth estimation. To address occlusion and incomplete coverage, recovered structure and observed appearance guide generative completion and subsequent structure-aware 3D generation for buildings and backgrounds. Experiments on CitySample-Aerial and UrbanScene3D demonstrate substantially more accurate metric structure recovery and superior visual fidelity to the target cities compared with the evaluated baselines. Across 50 task chains of 50 steps each, CityCode supports continued querying, editing, planning, and historical restoration over evolving city states. Together, CityCode and Air2Code turn sparse aerial observations into persistent, agent-operable urban worlds for long-horizon urban spatial intelligence.
3D Gaussian Splatting for Fine-grained Urban Scene Reconstruction via Semantic-guided Density Control and Loss Design
3D Gaussian Splatting (3DGS) has been becoming a promising 3D reconstruction technique because of its advantage of high-fidelity rendering effect with high efficiency. However, it still suffers from coarse density control and semantically blind loss functions when reconstructing the fine-grained structures in complex urban scenes. Thus, this study proposes SG-GS, a semantic-guided 3DGS method for fine-grained structure reconstruction. It takes the semantic segmentation deduced by the Segment Anything Model (SAM) as a constraint and systematically integrates it into both Gaussian density control and loss function design. On the one hand, a semantic-constrained adaptive density control mechanism is constructed, which dynamically allocates gradient thresholds to different semantic regions of the scene and introduces an additional boundary-enhanced densification strategy, so that new Gaussians are directed to structurally critical regions. On the other hand, a multi-feature guided loss function is designed, and fine-grained supervision signals are gradually introduced through a phased progressive training strategy, alleviating the artifacts caused by the lack of semantic constraints in the basic loss. Experiments on three datasets show that the proposed method consistently improves reconstruction accuracy. Compared with the original 3DGS, the PSNR increases by approximately 2.7% to 5.2%, while artifacts on linear structures and boundary blurring are effectively mitigated. The method can serve the fine-grained 3D reconstruction of urban scenes.
Agentic Building-Aware Satellite Gaussian Splatting for Auditable Urban DSM Reconstruction
Urban-scale 3D reconstruction from satellite imagery supports disaster response, city monitoring, and geospatial digital twins, yet neural rendering methods typically optimize average visual fidelity rather than the structures that analysts inspect first: buildings. We present an agentic building-aware satellite Gaussian Splatting workflow that uses Segment Anything-derived building masks as semantic priors and an Agentic Reconstruction Controller to select, verify, and record DSM reconstruction policies. On the DFC2019 JAX_004 scene, building-aware weighting reduces building-region DSM MAE from 0.844 m to 0.806 m, showing that semantic priors can shift reconstruction capacity toward analyst-critical regions. A staged schedule provides a balanced operating point, improving full-scene MAE from 1.362 m to 1.349 m while retaining a building gain. Across four JAX scenes, the Agent selects validated policies for both general DSM and building-focused DSM objectives, and produces building-inventory metadata and per-scene decision records. The system combines semantic priors, policy selection, region-specific DSM metrics, and DSM-derived GIS surface products for auditable urban 3D analysis.
HiCo-GS: Hierarchical Context Aggregation and Geometric Consistency for Octree Gaussian Splatting
Octree-based anchor Gaussian Splatting has emerged as a scalable representation for city-scale novel view synthesis, where multi-level anchors adaptively capture scene content from coarse building structures to fine architectural details. However, we identify a fundamental limitation in existing methods: cross-level feature isolation, where each level's anchor features are optimized independently with no inter-level communication, causing color drift on building facades and over-smoothing in textured regions. We present HiCo-GS, a high-fidelity reconstruction framework with two complementary modules. Cross-Level Context Aggregation (CLCA) enables bidirectional hierarchical prior injection by leveraging the octree's spatial containment structure to aggregate per-level context vectors into parent-self-child triplets, fused via a lightweight MLP with residual connection. Coarse-level structural priors flow down to inform fine-level anchors, while fine-level detail statistics feed back to prevent over-smoothing, at negligible computational overhead. Depth-Normal Geometric Consistency (DNGC) regularization enforces agreement between rendered normals and depth-derived normals through an alpha-weighted consistency loss, complemented by edge-aware smoothness losses with progressive warmup that exploit the strong planar priors ubiquitous in urban geometry to suppress floating artifacts. We further introduce the China-Pagoda dataset comprising 8 ancient Chinese pagodas with over 1,200 images each, featuring dense ornamental carvings, curved multi-layer eaves, and repetitive fine-grained textures. Extensive experiments on Mill19, UrbanScene3D, MatrixCity, and China-Pagoda demonstrate that HiCo-GS achieves state-of-the-art rendering quality and substantially cleaner geometry across real-world and synthetic urban benchmarks.Code: https://github.com/WZ-CS/HiCo-GS.
WildCity: A Real-World City-Scale Testbed for Rendering, Simulation, and Spatial Intelligence
Humans can navigate an unfamiliar city and gradually form a coherent spatial mental map spanning tens of square kilometers. Can AI build spatial representations at a comparable scale? Although recent foundation models have advanced scene reconstruction and embodied intelligence, scaling to entire cities remains an open challenge, primarily due to the lack of city-scale data. To bridge the gap, we introduce WildCity, a real-world multimodal dataset collected by autonomous fleets traversing complex urban environments. Our dataset includes 18 trajectories, each averaging 83.7 kilometers in length, and preserves the core challenges of in-the-wild perception, e.g., dynamic objects, lighting variations, and imperfect camera poses. We further establish an urban-tailored reconstruction baseline and convert the reconstructed environments into a closed-loop simulator. Beyond the dataset and baseline, we systematically analyze the key challenges on the path to simulation-ready urban digital twins: scalability, extrapolation, and uncertainty. Ultimately, WildCity aims to catalyze progress not only in city-scale rendering, but more broadly in the pursuit of AI that can perceive, remember, and reason across space at a scale comparable to human cognition. Project page: https://han-xiangyu.github.io/Wild-City/
Shell-Supervised Gaussian Splatting for Urban Real-to-Sim Reconstruction
Real-to-sim reconstruction for embodied AI requires geometry that is useful for collision reasoning, navigation, and agent-environment interaction, not only photorealistic novel-view synthesis. However, close-range urban facades are difficult for video-to-3D reconstruction: glass, reflections, repeated windows, and weak texture can produce visually plausible renderings with unstable surface geometry. We introduce shell-supervised Gaussian Splatting, a reconstruction-stage framework that uses an external facade structural shell as lightweight geometric supervision for video-driven Gaussian reconstruction. The method aligns an exterior shell to the video reconstruction frame, renders per-view depth, camera-space normal, and valid-mask maps, and applies these cues through mask-gated losses during Gaussian optimization. This design preserves RGB-driven appearance while regularizing only visible shell-supported facade regions. Experiments on anonymized close-range urban facade scenes show improved facade orientation and visible-surface point-cloud consistency over photo-only, monocular-cue, and surface-oriented Gaussian baselines, while maintaining comparable held-out rendering quality.
BRDFusion: Physics Meets Generation for Urban Scene Inverse Rendering
Inverse rendering of urban scenes from captured videos enables numerous applications, including content creation and autonomous driving simulation. Physically-based rendering methods follow and control lighting physics, but suffer from reconstruction and rendering artifacts. While generative models produce realistic videos, they offer limited consistency and controllability. We present BRDFusion, a unified framework that combines two complementary models for inverse and forward rendering. Specifically, BRDFusion recovers explicit, consistent scene properties with physical modeling and alleviates optimization ambiguity with generative priors. During forward rendering, the physical model provides controllable rendering from the scene configuration, and the generative model denoises and fixes artifacts. Therefore, our method produces high-quality videos while allowing precise control, outperforming baselines in real and synthetic scenes. Moreover, BRDFusion supports novel-view relighting, night simulation, and dynamic object insertion/editing. Project page: https://shigon255.github.io/brdfusion-page/
SparseStreet: Sparse Gaussian Splatting for Real-Time Street Scene Simulation
While 3D Gaussian Splatting has shown promising results in street scene reconstruction, existing methods require massive numbers of Gaussian primitives to capture fine details, leading to prohibitive storage costs and slow rendering speeds. We observe that dynamic objects (e.g., vehicles and pedestrians) demand high-fidelity representations to maintain temporal consistency, while static background regions often contain substantial redundancy. Motivated by this, we propose SparseStreet, a general compression framework specifically designed for street scenes. First, we introduce a node-based learnable pruning strategy that systematically removes low-contributing Gaussian primitives while preserving visually critical regions. Second, after the scene representation stabilizes, we apply background compression, further reducing redundancy in static regions. Our method effectively preserves the geometry and appearance of dynamic objects while significantly reducing the total number of Gaussian primitives. Extensive experiments on the Waymo and nuScenes demonstrate that SparseStreet achieves up to 80% compression ratio with minimal quality degradation, enabling resource-efficient, high-fidelity dynamic scene reconstruction. Project website: https://sparsestreet.github.io/.
City-Mesh3R: Simulation-Ready City-Scale 3D Mesh Reconstruction from Multi-View Images
City-scale 3D surface reconstruction from multiview images for downstream 3D simulation, poses highly challenging problems due to the scale and complexity of urban scenes. Existing city-scale 3D reconstruction methods based on NeRF, Gaussian Splatting etc. often fail to recover 3D meshes ready for simulation due to incomplete/missing geometry and irregular, noisy surfaces. Scaling existing small-scale 3D reconstruction methods to arbitrarily large urban scenes is highly infeasible due to their computational complexity. We present City-Mesh3R, a scalable framework for reconstructing watertight surface meshes directly from large unordered image collections. Unlike recent methods which use global sparse SfM point-cloud initialization followed by a distributed 3D dense reconstruction of large-scale scenes, our method follows an end-to-end images-to-mesh 3D reconstruction approach using a divide-and-conquer strategy. The sparse city map is reconstructed via topological image clustering, cluster-wise independent sparse SfM and map merging, without need for exhaustive image feature matching. Then this map is partitioned spatially to perform geometry-aware camera selection, followed by dense surface reconstruction and surface refinement using curvature-aware adaptive vertex density remeshing. These partition meshes are then stitched together to produce the global mesh of the city. The proposed end-to-end framework is evaluated on city-scale reconstruction datasets. As demonstrated by our qualitative and quantitative results, our proposed method yields high-fidelity watertight 3D meshes with regular geometry, capturing fine surface details, and is suitable for scaling to arbitrarily large scenes owing to the end-to-end processing in a distributed setting.
Diffusion-guided Generalizable Enhancer for Urban Scene Reconstruction
Urban scene reconstruction from real-world observations has emerged as a powerful tool for self-driving development and testing. While current neural rendering approaches achieve high-fidelity rendering along the recorded trajectories, their quality degrades significantly under large viewpoint shifts, limiting the applicability for closed-loop simulation. Recent works have shown promising results in using diffusion models to enhance quality at these challenging viewpoints and distill improvements back into 3D representations. However, they often require costly per-scene optimization, and the distilled representations remain fragile and fail to generalize beyond limited synthesized views. To address these limitations, we propose GenRe, a novel diffusion-guided generalizable enhancer for urban scene reconstruction. GenRe takes as input any pretrained 3D Gaussian representation and fixes the deficiencies within a few minutes. By learning to distill generative priors across diverse scenes, GenRe produces robust and high-fidelity representation efficiently that generalizes reliably to challenging unseen viewpoints (e.g., lane change). Experiments show that GenRe outperforms existing methods in both quality and efficiency and benefits various downstream tasks, enabling robust and scalable sensor simulation for autonomous driving.
Feed-Forward Gaussian Splatting from Sparse Aerial Views
Reconstructing large-scale urban scenes from sparse aerial views is a crucial yet challenging task. Due to biased top-down and shallow-oblique camera poses, sparse aerial captures exhibit strong evidence imbalance: roofs and open regions are repeatedly observed, while facades, distant buildings, and occluded structures receive little multi-view support. Existing feed-forward 3D Gaussian Splatting methods directly regress a deterministic representation from sparse inputs, but this often leads to ghosting, melted facades, and stretched textures. Recent pseudo-view and video-based generative reconstruction methods use additional supervision or generative priors. However, they often lack a clear separation between observed geometry and prior-driven content, which can lead to plausible but inconsistent structures. We propose AnyCity, an observation-grounded generative reconstruction framework for sparse aerial urban scenes. AnyCity first predicts an observation-supported geometry latent to anchor reliable structures, and then uses scaffold-conditioned aerial completion tokens to predict a gated residual update for weakly constrained content before Gaussian decoding. During training, dense-to-sparse distillation transfers structural cues from dense-view reconstruction, while an aerial-adapted video diffusion prior provides fine-grained urban appearance cues through gated token conditioning. Observation-preserving objectives keep the refined representation consistent with input-supported geometry. At inference time, AnyCity reconstructs the final 3D Gaussian scene from sparse aerial views in a single feed-forward pass, achieving coherent urban novel-view synthesis with second-level inference. Experiments on synthetic, aerial-domain, UAV-textured, and real-world scenes show consistent improvements over feed-forward baselines.
Stitch4D: Sparse Multi-Location 4D Urban Reconstruction via Spatio-Temporal Interpolation
Dynamic urban environments are often captured by cameras placed at spatially separated locations with little or no view overlap. However, most existing 4D reconstruction methods assume densely overlapping views and struggle under sparse multi-location observations, producing unstable reconstructions in unobserved intermediate regions. To address this practical yet underexplored setting, we propose Stitch4D, a unified 4D reconstruction framework that compensates for missing spatial coverage in sparsely observed urban environments. Stitch4D synthesizes intermediate bridge views between distant camera locations and jointly optimizes real and synthesized observations in a unified coordinate frame with inter-location consistency constraints. By recovering intermediate spatial coverage before optimization, Stitch4D mitigates geometric collapse and improves reconstruction stability in sparse regions. To evaluate this setting, we introduce Urban Sparse 4D (U-S4D), a controlled CARLA-based benchmark for free-viewpoint reconstruction under sparse multi-location configurations. Experiments on U-S4D show that Stitch4D consistently outperforms representative 4D reconstruction baselines in image-quality metrics. These results suggest that recovering intermediate spatial coverage is an effective strategy for stabilizing 4D reconstruction in sparse urban environments. The project page is provided in https://stitch4d-project-page.vercel.app/.
WeatherCity: Urban Scene Reconstruction with Controllable Multi-Weather Transformation
Editable high-fidelity 4D scenes are crucial for autonomous driving, as they can be applied to end-to-end training and closed-loop simulation. However, existing reconstruction methods are primarily limited to replicating observed scenes and lack the capability for diverse weather simulation. While image-level weather editing methods tend to introduce scene artifacts and offer poor controllability over the weather effects. To address these limitations, we propose WeatherCity, a novel framework for 4D urban scene reconstruction and weather editing. Specifically, we leverage a text-guided image editing model to achieve flexible editing of image weather backgrounds. To tackle the challenge of multi-weather modeling, we introduce a novel weather Gaussian representation based on shared scene features and dedicated weather-specific decoders. This representation is further enhanced with a content consistency optimization, ensuring coherent modeling across different weather conditions. Additionally, we design a physics-driven model that simulates dynamic weather effects through particles and motion patterns. Extensive experiments on multiple datasets and various scenes demonstrate that WeatherCity achieves flexible controllability, high fidelity, and temporal consistency in 4D reconstruction and weather editing. Our framework not only enables fine-grained control over weather conditions (e.g., light rain and heavy snow) but also supports object-level manipulation within the scene. Codes are released at https://github.com/IRMVLab/WeatherCity.
Skyfall-GS: Synthesizing Immersive 3D Urban Scenes from Satellite Imagery
Synthesizing large-scale, explorable, and geometrically accurate 3D urban scenes is a challenging yet valuable task for immersive and embodied applications. The challenge lies in the lack of large-scale and high-quality real-world 3D scans for training generalizable generative models. In this paper, we take an alternative route to create large-scale 3D scenes by leveraging readily available satellite imagery for realistic coarse geometry and open-domain diffusion models for high-quality close-up appearance synthesis. We propose Skyfall-GS, a novel hybrid framework that synthesizes immersive city-block scale 3D urban scenes by combining satellite reconstruction with diffusion refinement, eliminating the need for costly 3D annotations, and also featuring real-time, immersive 3D exploration. We tailor a curriculum-driven iterative refinement strategy to progressively enhance geometric completeness and photorealistic texture. Extensive experiments demonstrate that Skyfall-GS provides improved cross-view consistent geometry and more realistic textures compared to state-of-the-art approaches. Project page: https://skyfall-gs.jayinnn.dev/