• Title/Summary/Keyword: Ray-Tracing Technique

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A Study on the Performance Analysis and Improvement of Physical Layer for Next Generation ITS/DSRC (차세대 ITS/DSRC 물리계층 성능분석 및 개선에 관한 연구)

  • Jeong, Jae-Seung;Park, Sung-Jin;Lee, Byung-Seub
    • Journal of Advanced Navigation Technology
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    • v.5 no.1
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    • pp.37-44
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    • 2001
  • In this paper, the channel environment for next generation ITS/DSRC which is developed for 10Mbps is modeled with ray tracing technique and, we analyzed BER of OFDM which has an advantage over reducing the effect of ISI with multi-carrier and guard time, occuping bandwidth on 6-ray channel environment. Also, we applied the one-tap equalizer to improve the performance of BER. In case only OFDM is applied with 32 sub-carrier, the result of BER is under $10^{-6}$ from 10 to 100m if $E_b/N_0$ is more than 23dB. But in case OFDM and one-tap equalizer are applied with 32 sub-carrier, $E_b/N_0$ is required of about 17dB to achieve BER under $10^{-6}$.

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An optimum stage-enclosure configuration for performers (연진자를 위한 무태공간의 최적화)

  • 이병호;이희원
    • The Journal of the Acoustical Society of Korea
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    • v.1 no.1
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    • pp.19-26
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    • 1982
  • n optimization technique is adapted to determine the stage enclosure configuration preferred by performers. The merit function which quantifies the ease of ensemble among the performers is derived from a set of qualitative conditions recommended by researchers of hall acoustics. The ray path tracing technique based on the modified method of images is used to analyze acoustical characteristics at any locations of performers in stage enclosure. The gradient search technique is employed to find the geometric parameters which maximmize the merit function. As an example, optimum stage enclosure configuration of the trio chamber music is obtained using the computer program developed. The developed technique can be used in the design of concert hall stage and also in forming a special enclosure with movable reflecting surfaces.

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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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Implementation of 3D mobile game using radiosity model and AI algorithm (Radiosity model과 AI 알고리즘을 이용한 모바일 게임 구현)

  • Kim, Seongdong;Chin, Seonga;Cho, Teresa
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.7-16
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    • 2017
  • The 3D game graphic technology has become an important factor in the contents field with the game contents development. In particular, game character technology provides a realistic technique and visual pleasure, as well as an intermediate step in the immersion of the game in which the game might create an optical illusion that enables the player to enjoy heroic adventure in the game. The high expression level of characters in 3D games is a key factor in the development process, with details and carefulness of the character setting work [3]. In this paper, we propose a character representative technique applied to mobile games using mathematical model of radiosity energy, spectral radiance model, and ray tracing model method using 3D unity game engine with sensible AI algorithm for game implementation. As a practical application to the game contents, it was found that the projection of the surface in the rendering process and the game simulation might change according to the lighting condition of the game content environment, so that the high quality of game characters was simulated.

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.

Prediction and measurement of propagation path loss in indoor microcellular environments (실내 마이크로셀 환경에서 전파 경로손실의 예측과 측정)

  • 정백호;김채영;이숭복
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.34S no.11
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    • pp.1-8
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    • 1997
  • A prediction model is proposed to describe the path loss in propagation environment of indoor microcell. This model includes the lineal corridor for line--of-sight(LOS) and T-shaped corridor for non-line-of-sight(NLOS). In computation of receiving power the ray tracing technique based on image method is utilized and also reflected waves bounced on the walls and ceilings are considered. To check validity of the computed resuls cross checks between the predicted and measured are being made, which shows a close agreement for LOS case whereas somewhat disagreement for NLOS case. UTD technique is incorporated with propagation path determination algorithm in the treatment of NLOS case.

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A method of extending the number of ray paths to predict the characteristics of LOS propagation in an urban microcell (도심지 마이크로셀의 LOS 전파특성 예측을 위한 경로수의 확장법)

  • 김채영;정백호;박지연;목진담
    • Journal of the Korean Institute of Telematics and Electronics A
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    • v.33A no.2
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    • pp.15-22
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    • 1996
  • This paper presents the generalized method of the prediction of the LOS propagating characteristics in an urban microcell by using theray tracing technique. Whereas the received power is calculated by the finite number of pths, 4~10, on an urban steet, the RMS delay spread is comuted by using the sufficient rays of convergence. To take into account the infinite number of paths the technique of the numbering scheme of image antennas was presented by using the rectangular pulse. As to this the existing restriction of the finitte number of paths was relaxed. based on the method of extending the number of paths and the canyon model the received power and RMS delay spread are computed and their differences according to the number of paths are compared at the frequencies of both 1GHz and 2GHz, respectively.

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Block Adjustment and Orthorectification for Multi-Orbit Satellite Images

  • Chen, Liang-Chien;Liu, Chien-Liang;Teo, Tee-Ann
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.888-890
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    • 2003
  • The objective of this investigation is to establish a simple yet effective block adjustment procedure for the orthorectification of multi-orbit satellite images. The major works of the proposed scheme are: (1) adjustment of satellite‘s orbit accurately, (2) calculation of the error vectors for each tie point using digital terrain model and ray tracing technique, (3) refining the orbit using the Least Squares Filtering technique and (4) generation of the orthophotos. In the process of least squares filtering, we use the residual vectors on ground control points and tie points to collocate the orbit. In orthorectification, we use the indirect method to generate the orthoimage. Test areas cover northern Taiwan. Test images are from SPOT 5 satellite. Experimental results indicate that proposed method improves the relative accuracy significantly.

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MIMO Channel Modeling Using Concept of Path Morphology (Path Morphology 개념을 이용한 MIMO 채널 모델링)

  • Jeong, Won-Jeong;Yoo, Ji-Ho;Kim, Tae-Hong;Kim, Myung-Don;Chung, Hyun-Kyu;Bae, Seok-Hee;Pack, Jeong-Ki
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.21 no.2
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    • pp.179-187
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    • 2010
  • The use of high frequency band, broad band and MIMO antenna is expected in the next generation mobile communication system. By the rapid increase of demand for wireless communications and the explosive increase of the mobile communication services, researches for optimization of next-generation mobile communication system are required. In the existing MIMO channel models, propagation-environments are commonly classified into urban, suburban, rural area, etc. However such approaches can have drawbacks in that many different morphologies may exist even in the urban area, for example. In this paper, we introduced path morphology concept, and proposed the method of morphology classification considering the building height, density, etc. Delay spread(DS), angular spread(AS) of AoD and AoA analyzed for each environment using the ray tracing technique. Based on the analysis, a MIMO channel model appropriate in domestic environment was suggested.

Development of Rendering Techniques for Particle-based Flow Simulation (입자 기반 유동 시뮬레이션의 렌더링 기술 개발)

  • Lee, Byung-Hyuk;Park, Jong-Chun;Jang, Young-Su;Kim, Sang-Hyun
    • Journal of Ocean Engineering and Technology
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    • v.23 no.1
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    • pp.38-42
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    • 2009
  • Recently, various particle based simulation techniques, which solve the Navier Stokes and continuity equations, have been developed and applied to complicated engineering problems. However, although progress is being made on their visualization or rendering techniques, these are still insufficient. In this study, to render a smooth configuration for a free surface, a rendering technique was developed that included the generation of density fields from the location information for simulated particles and the creation model for a polygonal surface. The developed rendering technique was applied to the visualization of a dynamic free surface flow interacting with a structure using a particle based simulation technique.