Digital Twin for Ultra-Reliable & Low-Latency 6G Wireless Communications in Dense Urban City
Abdikarim Mohamed Ibrahim, Rosdiadee Nordin
TL;DR
Dense urban 6G deployment requires realistic planning tools to account for local morphology and interference. The paper builds a geometric Digital Twin of Sunway City from geo-referenced 3D data, embeds seven rooftop base stations at $f_c=10$ GHz with $B=400$ MHz, and uses GPU-accelerated ray tracing to produce path-gain and SINR fields across a $3\text{ km} \times 3\text{ km}$ grid. The link between physics and service is given by $C(i,j)=\log_{2}(1+\mathrm{SINR}(i,j))$ and $R(i,j)=B\,C(i,j)$, enabling application-level targets for XR, V2X, and URLLC. Key contributions include a detailed DT geometry with ITU-based material modeling, maps of XR/V2X/URLLC feasibility, and macro-diversity analysis that reveals dual-connectivity opportunities in URLLC-capable cells. The study demonstrates that a city-scale DT can translate ray-tracing outputs into actionable planning insights, complementing analytical models and measurement campaigns, and guiding where to add sites, refine beams, or enable multi-connectivity in dense urban 6G deployments.
Abstract
High-frequency deployments in dense cities are difficult to plan because coverage, interference, and service reliability depend sensitively on local morphology. This paper develops a geometric Digital Twin (DT) of the Sunway City and uses it to study the service implications of a multi-site mmWave deployment. The DT is constructed from geo-referenced three-dimensional meshes of buildings, roads, and open areas, assembled in Blender and exported as a mesh scene. A seven-transmitter downlink at 10 GHz is then embedded into this geometry and evaluated using a GPU accelerated ray tracing engine that returns path-gain and Signal-to-Interference-plus-Noise Ratio (SINR) fields over a dense grid of user locations. These fields are mapped to achievable throughput and compared against representative target rates for immersive extended reality (XR), vehicle-to-everything (V2X) services, and ultra-reliable low-latency communication (URLLC). The resulting maps show that favourable streets and courtyards form narrow high rate corridors surrounded by deep shadows, even within a dense area. In the baseline deployment, one fifth of the simulated area can maintain 100 Mbps URLLC rates, and less than 10% of cells can reach 1.7 Gbps for XR, despite the presence of several rooftop sites. By exploiting the DT, we further quantify the macro-diversity margin between the best and second best serving sites and show that most URLLC-feasible cells have several decibels of SINR headroom that could be harvested through dual connectivity. The study shows how a city DT can translate ray tracing output into service centric metrics and planning insights, complementing both analytical models and expensive measurement campaigns.
