Differentiable Ray Tracing with Gaussians for Unified Radio Propagation Simulation and View Synthesis
Authors: Niklas Vaara, Lam Huynh, Pekka Sangi, Miguel Bordallo López, Janne Heikkilä
Organizations: Center for Machine Vision and Signal Analysis, University of Oulu, Finland · CubiCasa Oy, Finland
Abstract
Explicit neural representations such as 3D Gaussian Splatting (3DGS) enable high-fidelity and real-time novel view synthesis, yet optimize for alpha-composited optical appearance rather than ray-intersectable geometry. In contrast, radio-frequency (RF) digital twins require deterministic multi-bounce paths, where the geometry dictates trajectories and their associated attenuation and delay. We introduce a framework enabling differentiable RF propagation simulation directly within visually reconstructed neural scenes, allowing point-to-point path computation between arbitrary 3D locations while preserving high-quality visual rendering. Unlike conventional RF simulation pipelines that rely on manually constructed meshes, we embed Gaussian primitives into a hardware-accelerated ray tracing structure as the underlying spatial representation. By extracting physically meaningful channel impulse responses from visual-only reconstructions, we provide cross-modal evidence that neural reconstructions can serve as unified spatial representations for both electromagnetic propagation simulation and photorealistic view synthesis.
Recent advances in neural scene representations enable photorealistic novel-view synthesis, yet most methods remain tightly coupled to a single rendering paradigm, limiting their versatility and integration with conventional graphics workflows. We introduce Floating Radiance Networks (FlaRe), a neural scene representation combining explicit ray-traceable geometry with continuous neural radiance functions. A scene is represented by floating planar generalized Gaussian primitives, each carrying a compact latent descriptor of a local radiance field. A lightweight decoder shared across the scene maps this descriptor, local surface coordinates, and viewing direction to color and opacity. This formulation preserves the expressiveness of neural fields while providing an explicitly addressable structure that can be efficiently queried and manipulated. Hardware-accelerated primitive intersections enable interactive rendering and recursive ray-tracing, including reflections, refractions, transparency, and shadows. The same representation further supports primitive-level deformation, mesh extraction, and appearance stylization directly in its learned descriptor space. Experiments across standard reconstruction benchmarks demonstrate competitive rendering quality while using a compact set of primitives. Together, these results establish FlaRe as a versatile representation that brings high-fidelity neural rendering, ray-tracing, geometric manipulation, and appearance editing into a unified scene model. Source code is available online. Source code can be found at: https://github.com/KByrski/FlaRe
Krzysztof Byrski, Rafał Tobiasz, Grzegorz Wilczyński +5
Building a site-specific propagation model typically requires either ray-tracing over detailed 3D maps or dense measurement campaigns. Both approaches are expensive and often infeasible for rapid deployments where geographic data is unavailable or outdated. We present PropSplat, a map-free propagation modeling method that reconstructs radio frequency (RF) fields using 3D anisotropic Gaussian primitives. Each Gaussian encodes a scalar path loss offset relative to an explicit baseline path loss model with a learnable path loss exponent. Gaussians are initialized along observed transmitter--receiver paths and optimized end-to-end to learn the propagation environment without external information like floor plans, terrain databases, or clutter data. We evaluate PropSplat against wireless radiance field methods NeRF2, GSRF, and WRF-GS+ on two real-world datasets. On large-scale outdoor drive-tests spanning multiple topographical regions at six sub-6 GHz frequencies, PropSplat achieves 5.38 dB RMSE when training measurements are spaced 300m apart and outperforms WRF-GS+ (5.87 dB), GSRF (7.46 dB), and NeRF2 (14.76 dB). On indoor Bluetooth Low Energy measurements, PropSplat achieves 0.19m mean localization error, an order of magnitude better than NeRF2 (1.84m), while achieving near-identical received signal strength prediction accuracy. These results show that accurate site-specific propagation reconstruction is achievable from sparse RF-native measurements. The need for geographic data as a prerequisite for scalable RF environment modeling is reduced.
William Bjorndahl, Maninder Pal Singh, Farhad Nouri +1
Neural radiance fields (NeRFs) and 3D Gaussian Splatting (3DGS) encode a scene with complementary inductive biases, but existing cross-representation distillation typically fixes one representation as teacher for the entire scene. A globally fixed teacher can propagate local reconstruction errors. We present RouteBridge, a bidirectional framework that selects the teaching direction for each ray. Its reliability estimator combines photometric residuals with representation-specific geometric evidence and routes supervision from NeRF to 3DGS, from 3DGS to NeRF, or abstains. A renderer-independent interface transfers color, opacity, and normalized depth without shared features or point correspondence. On mip-NeRF 360, the NeRF and 3DGS exports reach 28.56 and 28.77 dB, respectively. The 3DGS export improves over 3DGS by 1.56 dB and over NeRF-GS by 0.45 dB while reducing LPIPS to 0.207. On static three-view DTU, RouteBridge obtains 21.12 dB. Ablations show that both adaptive routing and geometric ray targets contribute to the improvement.