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REVIEW 3 major objections 6 minor 50 references

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

T0 review · 3 major / 6 minor · reviewed 2026-08-11 · deepseek-v4-flash

Pith's one-line read Proc-GS couples procedural building code with 3D Gaussian Splatting, cutting synthetic model size about 4x at comparable rendering quality and enabling editable, scalable city assembly.

desk verdict Solid engineering result with a real dataset, but the 4x compression claim needs the base/variance split and scaling analysis before it stands as advertised. read the letter →

arxiv 2412.07660 v1 pith:KUM7XRIK submitted 2024-12-10 cs.CV

classification cs.CV
keywords proceduralmodeling3DGaussianSplattingbuildingassetextractioncitygenerationnovelviewsynthesissparse-viewreconstructioncodeediting
verification ladder T0 review T1 audit T2 compute T3 formal

The pith

A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.

The reading

Proc-GS claims that buildings, which normally appear in 3D Gaussian Splatting as one undifferentiated cloud of Gaussians, can instead be reconstructed as a small set of shared base assets driven by a procedural code. Under this scheme, every repeated window or corner is a single asset instantiated many times, and the optimizer updates all instances synchronously; small per-instance variance assets absorb real differences. The result, the paper argues, is rendering quality on par with unconstrained 3D-GS while reducing the Gaussian count by about a factor of four on synthetic scenes, plus strong robustness when only a handful of training views are available. Because the code string itself controls assembly, editing and recombination become as simple as editing text, and the assets can be laid out into whole city blocks. For real scenes, the code is obtained by annotating facades and projecting onto meshes, so the method still depends on human input even though the asset extraction itself is automatic.

What carries the argument

The load-bearing object is the procedural code string: a compact description such as "L1_C1, (L1_W1)*, L1_C2" that lists which base assets compose each level of a building. Each base asset is a set of 3D Gaussians defined in a local frame, with a bounding box, a pivot, and per-instantiation transformations; instantiating the code places copies of these Gaussians, and shared assets receive gradients from every copy. Per-instance variance assets, each also a small Gaussian set, let repeated copies differ without breaking sharing, and the Bbox Adaptive Clamp keeps Gaussians inside their asset boxes so extracted components can be recombined cleanly. This decomposition is what carries the compression, the sparse-view robustness, and the editability claims.

What would settle it

Take a real facade and train Proc-GS twice, once with a correct hand-annotated procedural code and once with the same code whose repeat boundaries are shifted by one window position; if rendering quality and asset extraction are nearly identical, the procedural constraint is not doing the work the paper claims, whereas a clear degradation would confirm that the code must be exactly right.

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Extended reading notes

Core claim

The paper's central claim is that procedural code can be made the organizing structure of a 3D-GS reconstruction rather than an external add-on. Given a code string that says which base assets appear on each building level, Proc-GS initializes 3D Gaussians inside each asset's bounding box, instantiates the shared assets under rigid transformations, and optimizes the assembled building against rendering loss. The repeated assets are updated synchronously by gradients from all their appearances, and a separate variance asset per instance lets each copy deviate slightly in shape and color. With a bounding-box adaptive clamp to keep asset boundaries clean, this yields synthetic-scene results at 27.68 PSNR versus 27.54 for 3D-GS while using 291k Gaussians instead of 1,238k. The paper positions this as the first integration of procedural modeling with 3D-GS and as a route to editable, scalable city generation from both virtual and real captures.

Load-bearing premise

The method assumes a correct procedural code exists for every building, meaning someone must know, for each facade, which windows are the same asset and how they repeat; for real scenes the paper obtains this by manual facade annotation projected onto a mesh, so a wrong or approximate code would force visually different regions to share Gaussians and degrade both rendering and editing.

Editorial extensions

If this is right

  • On the synthetic MatrixBuilding benchmark, Proc-GS reaches a PSNR of 27.68 versus 27.54 for 3D-GS while cutting the Gaussian count from 1,238k to 291k, a roughly 4x model-size reduction at comparable quality.
  • Reducing training views from 469 to 24 or 47, Proc-GS stays far ahead of 3D-GS (19.70 versus 16.93 PSNR at 24 views), because every repeated asset is reinforced by all of its instances.
  • Editing a building becomes a code edit: swapping window assets, changing repeat counts, and assigning different variance assets produce new buildings without retraining.
  • Assembling assets from different source buildings into one city, guided by a rule-based layout generator, yields 3D-consistent city views that score lower on camera and depth error than the generation baselines compared in the paper.
  • Real-world buildings can be converted into the same reusable asset form through mesh extraction, facade annotation, and projection, with only a slight drop in rendering accuracy (27.19 versus 27.38 PSNR against 3D-GS).

Reading between the lines

Editorial extensions of the paper, not claims the author makes directly.

  • The shared-asset prior is the real source of the compression: the method is betting that buildings are mostly repetitions, and the 4x model-size drop measures how much repetition exists in the dataset, not just the efficiency of the code representation.
  • A natural next step beyond the paper's scope is applying the same code-constrained Gaussian decomposition to other repeated structures, such as street furniture, industrial plants, or rows of trees, wherever a repeat pattern can be specified.
  • The variance-asset design suggests a testable prediction: on irregular real facades, most of the photorealism budget will be spent in the variance assets, so removing them should hurt real-scene PSNR more than synthetic-scene PSNR.
  • If procedural-code extraction ever becomes fully automatic, the pipeline converts ordinary drone photo sets into editable asset libraries, making the manual annotation step the main remaining bottleneck.
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Editorial analysis

A structured set of objections, weighed in public.

Desk editor's note, referee report, and a circularity audit.

Referee Report

3 major / 6 minor

Summary. The paper introduces Proc-GS, a framework that integrates procedural building code into 3D Gaussian Splatting (3D-GS). A building is decomposed into shared base assets plus per-instantiation variance assets, guided by a procedural code string. The authors introduce the MatrixBuilding dataset of 17 synthetic buildings with ground-truth procedural codes and multi-view images, and also apply the method to three real-world drone-captured scenes with manually annotated procedural codes. Experiments compare against vanilla 3D-GS for novel-view synthesis, report sparse-view results, and compare city-generation consistency (depth/camera error) against prior generative city models. The central claimed results are comparable rendering quality with roughly 4x fewer Gaussians on synthetic data, strong robustness to sparse views, and improved city-level geometric consistency.

Significance. If the claims hold, the paper makes a useful contribution by showing that procedural structure can be injected into 3D-GS optimization, enabling asset-level editing, reuse, and scalable city assembly. The MatrixBuilding dataset is a valuable resource for future work on structured building reconstruction. The sparse-view robustness is notable and well demonstrated. However, the headline compression claim is not cleanly established because the per-instantiation variance assets, which constitute the majority of the final Gaussian count, scale with the number of instantiations rather than with the number of shared assets. The city-generation comparison is also presented without a reproducible evaluation protocol. These gaps need to be addressed before the main claims can be fully accepted.

major comments (3)
  1. [Section 4.2, Table 1, and Section 3.3, Table 3] The factor-of-4 compression claim is not shown to be a consequence of procedural sharing. Table 3 (row 2) shows that the model with procedural code and clamp but without variance assets uses 87k Gaussians (PSNR 25.54), while the full model uses 291k (PSNR 27.68). Thus per-instantiation variance assets contribute roughly 204k of the 291k total, about 70% of the final model. Since Section 3.3 states that a separate variance asset is created for each instantiation of each base asset, the total Gaussian count should scale with the number of instantiations K, and the compression ratio relative to 3D-GS may collapse when per-instance variation is high—as Table 1's real-world result (500k vs. 384k, ~1.3x) already suggests. The paper does not report the base-asset/variance-asset split or the scaling of total Gaussians with K. The claim 'significantly reducing the model size by a factor of 4' should be qualified and supported by reporting this breakdown and a scaling analysis.
  2. [Section 4.4, Table 4, and Section 4.1 metrics] The city-generation comparison is not reproducible. The paper does not describe how the baseline methods (Persistent Nature, SceneDreamer, CityDreamer, GaussianCity) were evaluated: which generated city assets or scenes were used, what camera trajectories were employed, and whether the depth and camera error metrics were computed in the same coordinate space and with the same rendering resolution as for Proc-GS. Since these baselines are generative models while Proc-GS assembles assets from captured buildings, the two tasks are not directly comparable unless the protocol is carefully matched. Please provide the full evaluation protocol for all methods, or reframe the comparison as illustrative rather than a quantitative head-to-head.
  3. [Section 3.2 and Appendix B] The real-world pipeline is not automatic. The Introduction says procedural code may be obtained 'manually or using an off-the-shelf segmentation model,' but the actual method in Appendix B involves manually annotating 2D procedural code for each facade and projecting it onto the mesh; no segmentation model is used in the presented pipeline. The Limitations section does acknowledge this, but the main text should state explicitly that real-world code extraction requires human annotation, since this directly affects the scalability claim for real-world scenes. Please describe the level of human involvement accurately in the main text.
minor comments (6)
  1. [Table 1] The quantitative comparisons report only averages over scenes, with no standard deviations or per-scene breakdown. The real-world PSNR difference between 3D-GS and Proc-GS is 0.19 dB, which may be within run-to-run or scene-to-scene variation; adding error bars or per-scene results would strengthen the 'comparable quality' claim.
  2. [Figure 4] Figure 4 contains extraneous diagrams (labeled 'Sparse Voxel from SfM Points' and 'Neural Gaussian Prediction') that appear to be from a different method and do not correspond to the clamp operation described in the caption. Please replace these with a clean illustration of the Clamp Scale and Clamp Position operations.
  3. [Section 4.2, first paragraph] The sentence 'significantly reducing the model size by a factor of 4' refers only to the synthetic benchmark; the following sentence mentions the lower real-world compression. Consider stating both numbers in one place to avoid overgeneralization.
  4. [Section 3.4 and Appendix C] The building generator uses GPT-4o to convert raw procedural data into regular procedural code, but there is no evaluation of the correctness or robustness of this conversion. A small study (e.g., number of valid codes produced, human inspection results, or comparison to a deterministic rule-based converter) would help assess the reliability of the assembly stage.
  5. [Section 2.3] The related work on inverse procedural modeling is mentioned, but the paper does not clearly position Proc-GS relative to methods that infer procedural rules from images or 3D models. A short discussion of how the proposed code extraction (from known procedural codes or manual annotation) differs from inverse procedural modeling would improve the context.
  6. [Captions and typos] Figure 1 uses 'ProcGS' while the rest of the paper uses 'Proc-GS'; please standardize. Also, the caption of Figure 4 is incomplete and should describe both subfigures accurately.

Circularity Check

0 steps flagged · score 0.0 of 10

No significant circularity; the compression claim is empirical and externally benchmarked, not derived by construction.

full rationale

Proc-GS's derivation chain is self-contained against external baselines. The procedural code is an input, not a quantity fitted from the rendering loss; base and variance Gaussians are optimized under standard L1+SSIM supervision and evaluated with the same novel-view metrics as 3D-GS. The factor-of-4 Gaussian-count reduction in Table 1 is an empirical comparison, and the ablation showing variance assets contribute most of the 291k Gaussians (Table 3, rows 2 vs 4) is an honest measurement of where the parameters go; it may qualify the interpretation of the compression claim, but it does not make the claim true by construction. The sparse-view robustness is an experimentally observed property of shared-parameter optimization rather than a renamed fit. Self-citations such as MatrixCity [26] for the rendering protocol and [20, 48] for preprocessing tools are peripheral and not load-bearing. No equation equates an output with an input, and no fitted parameter is relabeled as a prediction. Therefore no significant circularity is present.

Assumptions & free parameters 4 free parameters · 4 assumptions · 1 invented entities

The central claim rests on the supplied procedural code and the assumption that buildings decompose into shared, similarity-transformed assets. The only invented component is the variance asset, which is a learned per-instance modulation and is supported only by internal ablations.

free parameters (4)
  • Initial Gaussian count N = 10000 for synthetic scenes
    Hand-chosen in Section 4.1; controls the density of the asset initialization.
  • Soft bounding box expansion margin = 20 cm
    Manually set in Section 4.1 to avoid over-clamping in Bbox Adaptive Clamp.
  • SSIM loss weight lambda_SSIM = 0.2
    Hand-chosen in Section 4.1 for the combined L1 + SSIM loss.
  • Facade thickness for real-world code projection = empirically set
    Appendix B states the z-range of bounding boxes is based on an empirically set facade thickness.
assumptions (4)
  • domain assumption Ground truth procedural code is available for each building.
    Sections 3.2 and 3.3 state this explicitly; without the code, the asset acquisition stage cannot start.
  • domain assumption A building can be represented as shared base assets transformed by similarity transforms plus per-instance variance.
    Section 3.3, Equation 5 assumes the procedural instantiation model exactly captures geometry; in real scenes this is approximate.
  • domain assumption The facade estimation and projection pipeline (2D-GS, planar primitive fitting, manual annotation) produces accurate 3D procedural code.
    Appendix B; if the projected code misaligns, Gaussians are shared across visually different regions.
  • standard math 3D-GS rasterization is differentiable and the L1+SSIM loss is sufficient to disentangle assets under the procedural constraint.
    Inherited from 3D-GS [22] and relied on in Section 3.3.
invented entities (1)
  • Variance assets
    purpose: Per-instantiation Gaussian sets that model appearance and geometry differences between repeated instances of a base asset.
    Only internal ablation (Table 3 row 4 vs row 3) supports their utility; no external or falsifiable evidence outside the paper.

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Cite this review

Pith. "Pith review of Proc-GS: Procedural Building Generation for City Assembly with 3D Gaussians." pith.science (2026). https://pith.science/paper/KUM7XRIK

@misc{pith2026241207660,
  author       = {Pith},
  title        = {Pith review of: Proc-GS: Procedural Building Generation for City Assembly with 3D Gaussians},
  year         = {2026},
  howpublished = {\url{https://pith.science/paper/KUM7XRIK}},
  note         = {Machine review of arXiv:2412.07660}
}
read the original abstract

Buildings are primary components of cities, often featuring repeated elements such as windows and doors. Traditional 3D building asset creation is labor-intensive and requires specialized skills to develop design rules. Recent generative models for building creation often overlook these patterns, leading to low visual fidelity and limited scalability. Drawing inspiration from procedural modeling techniques used in the gaming and visual effects industry, our method, Proc-GS, integrates procedural code into the 3D Gaussian Splatting (3D-GS) framework, leveraging their advantages in high-fidelity rendering and efficient asset management from both worlds. By manipulating procedural code, we can streamline this process and generate an infinite variety of buildings. This integration significantly reduces model size by utilizing shared foundational assets, enabling scalable generation with precise control over building assembly. We showcase the potential for expansive cityscape generation while maintaining high rendering fidelity and precise control on both real and synthetic cases.

Figures

Figures reproduced from arXiv: 2412.07660 by the authors.

Figure 1
Figure 1. Architectural structures in urban environments often exhibit repetitive patterns, such as the arrangement of windows and doors [PITH_FULL_IMAGE:figures/full_fig_p001_1.png] view at source ↗
Figure 2
Figure 2. Example Building Procedural Code from City Sam￾ple [1]. Different levels are distinguished by colors, each repre￾sented by a string of characters indicating the instantiation of as￾sets: C E (external corner), P* (pillar), and W* (window). Base assets such as C E and W1 for Levels 1 and 2, shown on the right, are manually created by artists. Buildings are hierarchically decomposed into levels, where identical layers… view at source ↗
Figure 3
Figure 3. Overview of ProcGS. Our pipeline consists of two stages: (1) Asset Acquisition: We acquire the base assets in the training process of the 3D-GS. These assets are then assembled according to procedural code and add variance assets to create a complete building, which is used for novel view synthesis with Gaussian Splatting. (2) Asset Assembly: We use the building generator and city layout generator to assemble these … view at source ↗
Figures from the paper (9 more)
Figure 4
Figure 4. Figure 4: Bbox Adaptive Clamp. (1) Clamping Scale: if a Gaussian exceeds the soft bounding box, the scale of this Gaussian is reduced by half. (2) Clamping Position: repositions Gaussians that exceed the bounding box, realigning them within the bounding box. 4. Experiments 4.1. …
Figure 5
Figure 5. Figure 5: Qualitative results. The left section shows results from three real-world scenes, while the right section presents results from the MatrixBuilding dataset. Proc-GS achieves rendering quality comparable to 3D-GS. Green boxes in each image highlight pairs of instanti￾ati…
Figure 6
Figure 6. Figure 6: (1) Clamp effect on editing. Without clamp, the bound￾ary area of edited scene is intensively corrupted by artifacts, mak￾ing it impractical to create a new building with these assets; (2) Clamp effect on asset. We ablate effects of the clamp operation and demonstrate …
Figure 7
Figure 7. Figure 7: Qualitative comparisons of city generation results. Our Proc-GS framework learns base assets during the training process of 3D-GS using procedural codes, which are then manipulated to assemble these assets into a cohesive 3D city. Compared to other generation￾based met…
Figure 8
Figure 8. Figure 8: Dataset Overview. (a) Overview of the 17 buildings in our proposed MatrixBuilding dataset (b) Yellow cameras represent training views and purple cameras represent test views. The proportion of training views to test views is about 5:1. Building CHB CHD CHE CHF CHG CHH …
Figure 9
Figure 9. Figure 9: Extracting Procedural Code from Real-World Scenes. (a) We extract point clouds with good geometric structures from multi-view images using 2D-GS [20].Then we use the method [48] to automatically estimate the building facade. (b) For each facade, automatically render a …
Figure 10
Figure 10. Figure 10: An example of the prompt used to obtain regular procedural code. GPT-4o [21] takes the raw data, one or more examples as well as descriptions of procedural code as input and summarizes the regular procedural code as output. Proc-GS Dense Views Downsample 10x 3D-GS Dow…
Figure 11
Figure 11. Figure 11: Sparse View qualitative results. Proc-GS demonstrates significant robustness when reduces the number of training views, in contrast to 3D-GS [22], which exhibits a pronounced susceptibility to numerous artifacts under similar conditions. This difference is attributed …
Figure 12
Figure 12. Figure 12: Building Editing. (1) The upper part shows synthetic data results, where we arranged variance assets to spell our method’s name, emphasizing its high controllability. (2) The lower part presents three editing results from the real-world scene. 14 [PITH_FULL_IMAGE:fig…

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Pith tools

Reviewed August 11, 2026 · model on record in the stance chip above.