MeSS: City Mesh-Guided Outdoor Scene Generation with Cross-View Consistent Diffusion

Accepted at GCPR 2026

Xuyang Chen1,2,*, Zhijun Zhai3, Kaixuan Zhou1, Zengmao Wang3, Jianan He1, Dong Wang1, Yanfeng Zhang1, Mingwei Sun1,3, Xuqin Wang1,2, Rüdiger Westermann2, Tao Wu1, Konrad Schindler4, Liqiu Meng2
1Huawei Hilbert Research Center 2Technical University of Munich 3Wuhan University 4ETH Zurich

* Corresponding author: Xuyang Chen

Textureless urban meshes transformed into realistic Gaussian Splatting scenes and stylized renderings.
Starting from textureless urban meshes, MeSS synthesizes geometry-aligned 3D Gaussian Splatting scenes with consistent appearance across views. The generated scenes can also be relit and stylized.

Abstract

Mesh models have become increasingly accessible for numerous cities; however, the lack of realistic textures restricts their application in virtual urban navigation and autonomous driving. Texturing them with generative models remains difficult: existing video-diffusion and outpainting-based scene generators drift in appearance over long camera trajectories and cannot guarantee pixel-level alignment with the given city geometry. This paper proposes MeSS (Mesh-based Scene Synthesis), which converts a textureless city mesh into a high-quality, style-consistent 3D Gaussian Splatting (3DGS) scene. Our key insight is a control-distribution match: we train image ControlNets directly on mesh-rendered depth, normal, and semantic priors, so the control signals stay in-distribution for any deployed city mesh and yield tight geometry–appearance alignment. Building on this, three cross-view consistency mechanisms counter appearance drift: Cascaded Outpainting CtrlNets generate geometrically consistent sparse key views; Appearance Guided Inpainting (AGInpaint) densifies the scene with intermediate views; and Global Consistency Alignment (GCAlign) removes global inconsistencies such as exposure shifts. Concurrently with generation, the 3DGS scene is reconstructed by initializing Gaussian surfels on the mesh surface. On a city-scale benchmark from the UE5 City Sample Project, MeSS reduces cross-view LPIPS by 31% and KID by 36% relative to the best competing method on each metric, achieving an FID of 28.17, and it transfers zero-shot to a real LoD3 city mesh. Once synthesized, the scene can be rendered in diverse styles through relighting and style transfer.

Method

MeSS follows a sparse-to-dense pipeline. Image ControlNets are trained directly on mesh-rendered depth, normal, and semantic maps, matching the geometric control signals used at inference.

MeSS pipeline: cascaded outpainting, Gaussian field construction, appearance guided inpainting, and global consistency alignment.
Overview of the MeSS pipeline. Mesh geometry guides both image generation and Gaussian surfel placement.
  1. Stage I — Sparse key views. CtrlNet-S generates the initial view. CtrlNet-N then alternates depth-based warping and outpainting backwards along the camera path, conditioning on the preceding generated view to preserve appearance. Gaussian surfels are instantiated directly on the mesh using metric depth and surface normals.
  2. Stage II — Dense intermediate views. Appearance Guided Inpainting (AGInpaint) fills low-opacity regions in views rendered from the coarse Gaussian field. Training-free guidance preserves known RGB content while repairing holes and thin silhouettes; newly inpainted pixels densify the scene.
  3. Global Consistency Alignment. GCAlign alternates diffusion refinement and Gaussian-field updates to harmonize exposure and appearance across views.

Quantitative Results

Evaluation on city-scale sequences from the UE5 City Sample Project, including 200-frame sequences spanning 200 m camera paths. MeSS achieves 0.348 LPIPS, 28.17 FID, and 0.016 KID: a 31% reduction in cross-view LPIPS and a 36% reduction in KID relative to the best competing method on each metric.

Results reported in the paper; lower is better for all metrics.
MethodLPIPS ↓FID ↓KID ↓
CityDreamer4D88.480.049
WonderWorld†0.51675.810.076
VistaDream†0.50872.440.073
StreetScapes0.51929.930.025
MeSS (Ours)0.34828.170.016

† WonderWorld and VistaDream use the same metric mesh depth and an aligned inpainting diffusion model for matched comparisons. CityDreamer4D and StreetScapes are reference comparisons across different generation settings. StreetScapes values are taken from its paper and evaluated over 32–64 frames; its model uses substantially more training data.

Qualitative comparison of MeSS with other scene-generation methods.
Qualitative comparisons from the paper. Open the figure to inspect street-level details.

Zero-Shot Generalization to Real LoD3 Meshes

Without retraining, MeSS transfers to TUM2Twin, a real LoD3 mesh of central Munich. Conditioned on mesh-rendered depth, normals, and semantics, generated facades follow the supplied geometry and remain consistent across views.

TUM2Twin mesh control signals, MeSS street-level views, and Cosmos-Transfer2.5 comparison.
Top: mesh-rendered control signals. Middle: MeSS results along the camera path. Bottom: Cosmos-Transfer2.5 conditioned on the same mesh geometry.

The remaining limitation is a UE5-style texture bias on real facades. Fine-tuning on real street imagery could reduce this appearance gap.

Cross-View Consistency

Resample on the left and AGInpaint on the right.
AGInpaint (right) fills thin regions more faithfully than Resample (left).
Results without GCAlign on the left and with GCAlign on the right.
GCAlign (right) harmonizes seams caused by exposure differences.

GCAlign trades some fine detail for visual coherence. Disabling it slightly improves the reported per-frame metrics (LPIPS 0.346, FID 26.25, KID 0.013), but leaves visible lighting seams. It can be disabled when per-frame fidelity is preferred.

Stylized Videos through Relighting or SDEdit

The generated Gaussian scenes support relighting and style transfer to produce diverse rendered videos.

BibTeX

@inproceedings{chen2026mess,
  title={{MeSS}: City Mesh-Guided Outdoor Scene Generation with Cross-View Consistent Diffusion},
  author={Chen, Xuyang and Zhai, Zhijun and Zhou, Kaixuan and Wang, Zengmao and He, Jianan and Wang, Dong and Zhang, Yanfeng and Sun, Mingwei and Wang, Xuqin and Westermann, R{\"u}diger and Wu, Tao and Schindler, Konrad and Meng, Liqiu},
  booktitle={German Conference on Pattern Recognition (GCPR)},
  year={2026},
  eprint={2508.15169},
  archivePrefix={arXiv},
  url={https://arxiv.org/abs/2508.15169}
}