• Title/Summary/Keyword: 정 방향 광선추적

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Integrated Ray Tracing Model for In-Orbit Optical Performance Simulation for GOCI (통합적 광추적 모델에 의한 해양탑재체 GOCI의 궤도 상 광학 성능 검증)

  • Ham, Seon-Jeong;Lee, Jae-Min;Kim, Seong-Hui;Yun, Hyeong-Sik;Gang, Geum-Sil;Myeong, Hwan-Chun;Kim, Seok-Hwan
    • Journal of Satellite, Information and Communications
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    • v.1 no.2
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    • pp.1-7
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    • 2006
  • GOCi (Geostationary Ocean Color Imager) is one of the COMS payloads that KARI is currently developing and scheduled to be in operation from around 2008. Its primary objective is to monitor the Korean coastal water environmental condition. We report the current progress in development of the integrated optical model as one of the key analysis tools for the GOCI in-orbit performance verification. The model includes the Sun as the emitting light source. The curved Earth surface section of 2500 km x 2500 km includingthe Korean peninsular os defined as a Lambertian scattering surface consisted of land and sea surface. From its geostationary orbit, the GOCI optical system observes the reflected light from the surfaces with varying reflectance representing the changes in its environmental conditions. The optical ray tracing technique was used to demonstrate the GOCI in-orbit performances such as red tide detection. The computational concept, simulation results and its implications to the on-going development of GOCI are presented.

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Outdoor Noise Propagation: Geometry Based Algorithm (옥외 소음의 전파: 음 추적 알고리즘)

  • 박지헌;김정태
    • The Journal of the Acoustical Society of Korea
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    • v.21 no.4
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    • pp.339-438
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    • 2002
  • This paper presents a method to simulate noise propagation by a computer for outdoor environment. Sound propagated in 3 dimensional space generates reflected waves whenever it hits boundary surfaces. If a receiver is away from a sound source, it receives multiple sound waves which are reflected from various boundary surfaces in space. The algorithm being developed in this paper is based on a ray sound theory. If we get 3 dimensional geometry input as well as sound sources, we can compute sound effects all over the boundary surfaces. In this paper, we present two approaches to compute sound: the first approach, called forward tracing, traces sounds forwards from sound sources. while the second approach, called geometry based computation, computes possible propagation routes between sources and receivers. We compare two approaches and suggest the geometry based sound computation for outdoor simulation. Also this approach is very efficient in the sense we can save computational time compared to the forward sound tracing. Sound due to impulse-response is governed by physical environments. When a sound source waveform and numerically computed impulse in time is convoluted, the result generates a synthetic sound. This technique can be easily generalized to synthesize realistic stereo sounds for virtual reality, while the simulation result is visualized using VRML.