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 →
The pith
A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.
The reading
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.
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
- 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.
Editorial analysis
A structured set of objections, weighed in public.
Referee Report
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)
- [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.
- [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.
- [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)
- [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.
- [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.
- [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.
- [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.
- [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.
- [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
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
free parameters (4)
- Initial Gaussian count N =
10000 for synthetic scenes
- Soft bounding box expansion margin =
20 cm
- SSIM loss weight lambda_SSIM =
0.2
- Facade thickness for real-world code projection =
empirically set
assumptions (4)
- domain assumption Ground truth procedural code is available for each building.
- domain assumption A building can be represented as shared base assets transformed by similarity transforms plus per-instance variance.
- domain assumption The facade estimation and projection pipeline (2D-GS, planar primitive fitting, manual annotation) produces accurate 3D procedural code.
- standard math 3D-GS rasterization is differentiable and the L1+SSIM loss is sufficient to disentangle assets under the procedural constraint.
invented entities (1)
-
Variance assets
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
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