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CityGen: Infinite and Controllable City Layout Generation

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arxiv 2312.01508 v2 pith:H4ACNGZK submitted 2023-12-03 cs.CV

classification cs.CV
keywords citygenerationlayoutcitygeninfinitelayoutsapplicationscontrollable
verification ladder T0 review T1 audit T2 compute T3 formal

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The recent surge in interest in city layout generation underscores its significance in urban planning and smart city development. The task involves procedurally or automatically generating spatial arrangements for urban elements such as roads, buildings, water, and vegetation. Previous methods, whether procedural modeling or deep learning-based approaches like VAEs and GANs, rely on complex priors, expert guidance, or initial layouts, and often lack diversity and interactivity. In this paper, we present CityGen, an end-to-end framework for infinite, diverse, and controllable city layout generation. Our framework introduces an infinite expansion module to extend local layouts to city-scale layouts and a multi-scale refinement module to upsample and refine them. We also designed a user-friendly control scheme, allowing users to guide generation through simple sketching. Additionally, we convert the 2D layout to 3D by synthesizing a height field, facilitating downstream applications. Extensive experiments demonstrate CityGen's state-of-the-art performance across various metrics, making it suitable for a wide range of downstream applications.

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Cited by 2 Pith papers

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. PrITTI: Primitive-based Generation of Controllable and Editable 3D Semantic Urban Scenes

    cs.CV 2025-06 conditional novelty 7.0 of 10

    PrITTI generates controllable 3D semantic urban scenes from a hybrid primitive/raster representation and reports state-of-the-art generation quality over voxel-based baselines on KITTI-360.

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

    cs.CV 2024-12 conditional novelty 6.0 of 10

    Proc-GS constrains 3D Gaussian Splatting with procedural code to extract reusable building assets and assemble new buildings and cities.

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