๐Ÿšง Research in progress ยท CMU RISS 2026

3D Gaussian Splatting for Learned Drone Navigation

A photorealistic, differentiable simulator for training drones to fly from a single RGB camera.

Daniel Kim1, Yikuan Fang2, Wenshan Wang2, Sebastian Scherer2
1Rice University  ยท  2Carnegie Mellon University, AirLab

๐Ÿ›ฉ๏ธ Robot Learning ๐ŸŽจ 3D Gaussian Splatting ๐Ÿ”ฅ PyTorch / CUDA โˆ‡ Differentiable Simulation
๐Ÿ“„ Paper (draft) ๐Ÿ–ผ๏ธ Poster (draft) ๐Ÿ“ฝ๏ธ Presentation (draft)

Working drafts from the RISS 2026 cycle โ€” numbers and figures are still being revised.

Gaussian-splat reconstruction of a forest scene used as a flight environment

A forest environment reconstructed as 3D Gaussians โ€” one of the simulator's flight scenes.

Overview

Drones that navigate with learned policies almost always rely on depth sensors, because depth is invariant to appearance โ€” but depth sensors add payload, power draw, and cost. A policy that flies from a single RGB camera would be far lighter and cheaper, yet RGB policies are notoriously hard to train because they need visually diverse, photorealistic training environments that classic simulators can't provide.

This project builds that missing environment: a lightweight, GPU-resident simulator that renders photorealistic RGB and metrically accurate depth from 3D Gaussian Splat reconstructions of real and synthetic outdoor scenes โ€” in the same differentiable forward pass. On top of it, a quadrotor dynamics model, collision checking against the reconstructed geometry, and an imitation-learning pipeline train monocular RGB navigation policies across a growing library of diverse scenes.

Novel-view flythroughs

Smooth camera sweeps through reconstructed scenes, far from the original capture trajectory โ€” photorealistic RGB on the left, the simultaneously rendered depth map on the right.

Seaside Town โ€” novel-view sweep, RGB | rendered depth
Rome โ€” novel-view sweep
Old Town (summer) โ€” novel-view sweep

One forward pass: photorealistic RGB + metric depth

The same Gaussians produce the policy's RGB observation and a metrically accurate depth map โ€” so depth supervision, collision penalties, and rendering all live in one autodiff graph. Drag the sliders to compare.

Rendered RGB view of the urban construction scene
Rendered depth map of the same view
Rendered depth Rendered RGB

Rendered RGB โ†” rendered depth, same forward pass.

Gaussian-splat rendering of the seaside town scene
Ground-truth image of the seaside town scene
Ground truth Our reconstruction

Ground-truth camera image โ†” our reconstruction.

RGB policy vs. depth policy

Two policies flying the same construction-site scenario in the simulator. The DEPTH policy observes depth maps; the RGB policy flies from the color camera alone โ€” the harder problem this project targets. Each video is that policy's own rollout โ€” hover to play.

RGBMonocular RGB policy โ€” collision-free run
DEPTHDepth-supervised policy โ€” collision-free run

A growing library of diverse scenes

The main weakness of prior splat-based flight simulators is that they train in one or two environments. This simulator instead draws on a library of reconstructed scenes โ€” urban, natural, industrial, and stylized โ€” so policies see real visual diversity during training. All scenes come from existing public datasets; no new data was captured.

Construction site scene
Construction site
Japanese alley scene
Japanese alley
Downtown scene
Downtown
Gascola forest scene
Gascola
Nordic harbor scene
Nordic harbor
Old town in fall scene
Old town (fall)
Hong Kong street scene
Hong Kong
Castle fortress scene
Castle fortress
Desert gas station scene
Desert gas station
Japanese city scene
Japanese city
Middle-eastern city scene
Middle-eastern city
Old Scandinavia scene
Old Scandinavia

How it works

Every reconstructed scene ships as a complete flight environment: the photorealistic RGB the policy sees, a point cloud and collision field for safety checking, metric depth, and a dense set of expert trajectories to learn from.

๐Ÿ—๏ธ Scene reconstruction

Outdoor scenes from public datasets (TartanAir and others) are reconstructed as Gaussian splats with depth supervision and free-space regularization, which cut depth error by an order of magnitude and suppress floaters compared to vanilla 3DGS โ€” critical, since the same geometry drives collision checking.

โšก Differentiable simulation

A single Python process couples a gsplat CUDA rasterizer with a hand-rolled, vectorized PyTorch quadrotor model โ€” no ROS, Unity, or middleware. Dynamics, rendering, and collision signals are differentiable end-to-end, supporting both classic RL and gradient-through-simulation training.

๐ŸŽ“ Imitation learning

A trajectory-optimization expert with access to the full 3D scene plans collision-free paths; a student policy seeing only onboard RGB (or depth) + state learns to reproduce them across many scenes and randomized missions in parallel.

Where the project stands

These numbers come from a draft still under revision; the benchmark spans 17 scenarios and the reconstruction ablation runs on a single held-out scene, so both want to be widened. Next up: a larger and more visually diverse scene library beyond TartanAir, deploying a trained RGB policy on a physical quadrotor, and training regimes beyond imitation learning.

Acknowledgements

This work is being carried out at Carnegie Mellon University's AirLab through the Robotics Institute Summer Scholars (RISS) program. Special thanks to Rachel Burcin and Dr. John Dolan for organizing the program, and to Dr. Sebastian Scherer, Dr. Wenshan Wang, Yikuan Fang, and the AirLab team for their guidance.