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CityCraft: A Real Crafter for 3D City Generation

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arxiv 2406.04983 v1 pith:HRDP2CCT submitted 2024-06-07 cs.CV

CityCraft: A Real Crafter for 3D City Generation

classification cs.CV
keywords citygenerationcitycraftlayoutsscenescenesassetdataset
verification ladder T0 review T1 audit T2 compute T3 formal T4 reserved
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City scene generation has gained significant attention in autonomous driving, smart city development, and traffic simulation. It helps enhance infrastructure planning and monitoring solutions. Existing methods have employed a two-stage process involving city layout generation, typically using Variational Autoencoders (VAEs), Generative Adversarial Networks (GANs), or Transformers, followed by neural rendering. These techniques often exhibit limited diversity and noticeable artifacts in the rendered city scenes. The rendered scenes lack variety, resembling the training images, resulting in monotonous styles. Additionally, these methods lack planning capabilities, leading to less realistic generated scenes. In this paper, we introduce CityCraft, an innovative framework designed to enhance both the diversity and quality of urban scene generation. Our approach integrates three key stages: initially, a diffusion transformer (DiT) model is deployed to generate diverse and controllable 2D city layouts. Subsequently, a Large Language Model(LLM) is utilized to strategically make land-use plans within these layouts based on user prompts and language guidelines. Based on the generated layout and city plan, we utilize the asset retrieval module and Blender for precise asset placement and scene construction. Furthermore, we contribute two new datasets to the field: 1)CityCraft-OSM dataset including 2D semantic layouts of urban areas, corresponding satellite images, and detailed annotations. 2) CityCraft-Buildings dataset, featuring thousands of diverse, high-quality 3D building assets. CityCraft achieves state-of-the-art performance in generating realistic 3D cities.

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Cited by 3 Pith papers

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

  1. From Visual Synthesis to Interactive Worlds: Toward Production-Ready 3D Asset Generation

    cs.GR 2026-04 unverdicted novelty 5.0

    The paper surveys 3D asset generation methods and organizes them around the full production pipeline to assess which outputs meet engine-level requirements for interactive applications.

  2. LychSim: A Controllable and Interactive Simulation Framework for Vision Research

    cs.CV 2026-05 unverdicted novelty 4.0

    LychSim introduces a controllable simulation platform on Unreal Engine 5 with Python API, procedural generation, and LLM integration for vision research tasks.

  3. From Visual Synthesis to Interactive Worlds: Toward Production-Ready 3D Asset Generation

    cs.GR 2026-04 unverdicted novelty 4.0

    The paper surveys 3D content generation literature using a taxonomy of asset types and production stages to evaluate progress toward engine-ready assets.