• Title/Summary/Keyword: Ray-tracing Method

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Accuracy Enhancement for UWB Indoor Positioning Using Ray Tracing (광선 추적법에 의한 초광대역 실내 위치인식의 성능 개선 방법)

  • Jo, Yung-Hoon;Lee, Joon-Yong;Ha, Dong-Heon;Kang, Shin-Hoo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.10C
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    • pp.921-926
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    • 2006
  • The Presence of a line-of-sight(LoS) blockage can degrade the UWB positioning accuracy for two reasons. Firstly, it makes estimation of the time of arrival(ToA) of the direct path signal difficult by complicating the multipath structure of the propagation channel. Secondly, the higher dielectric constant of the LoS blocking material than that of free space introduces excess propagation delay which will bias the range estimation. In this paper, methods based on ray tracing to reduce the ranging error resulting from the second reason are Posed. We take two different approaches; a statistical approach and a map-aided method. In the statistical approach, we establish a conditional distribution of the excess propagation delay caused by LoS blockages using a ray tracing technique. The lo6wer bound of the ranging performance based on this model is estimated. Ine ray tracing method is also used for the map-aided ToA positioning approach. UWB propagation measurement data taken in an office environment is used to examine the performance of this method.

Adaptive depth control algorithm for sound tracing (사운드 트레이싱을 위한 적응형 깊이 조절 알고리즘)

  • Kim, Eunjae;Yun, Juwon;Chung, Woonam;Kim, Youngsik;Park, Woo-Chan
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.5
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    • pp.21-30
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    • 2018
  • In this paper, we use Sound-tracing, a 3D sound technology based on ray-tracing that uses geometric method as auditory technology to enhance realism. The Sound-tracing is costly in the sound propagation stage. In order to reduce the sound propagation cost, we propose a method to calculate the average effective frame number of previous frames using the frame coherence property and to adjust the depth according to the space based on the calculated number. Experimental results show that the path loss rate is 0.72% and the traversal & Intersection test calculation amount is decreased by 85.13% and the frame rate is increased by 4.48% when the sound source is indoors, compared with the result of the case without depth control. When the sound source was outdoors, the path loss was 0% and the traversal & Intersection test calculation amount is decreased by 25.01% and the frame rate increased by 7.85%. This allowed the rendering performance to be increased while minimizing the path loss rate.

Analysis of Channel Capacity with Respect to Antenna Separation of an MIMO System in an Indoor Channel Environment (실내 채널 환경에서 MIMO 시스템의 안테나 이격거리에 따른 채널 용량 분석)

  • Kim, Sang-Keun;Oh, Yi-Sok
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.17 no.11 s.114
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    • pp.1058-1064
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    • 2006
  • In this paper, the channel capacity of a specified wireless indoor multiple-input multiple-output(MIMO) channel is estimated by analyzing spatial characteristics of this channel using the three-dimensional ray tracing method, and a technique for deriving an optimized separation of multi-antenna elements is proposed. At first, the ray paths, the path losses, and the time-delay profile are computed using the three-dimensional ray tracing method in an indoor corridor environment, which has the line of sight(LOS) and non-line of sight(NLOS) regions. The ray tracing method is verified by a comparison between the computation results and the measurements which are obtained with dipole antennas, an amplifier and a network analyzer. Then, an MIMO system is positioned in the indoor channel environment and the ray paths and path losses are computed for four antenna-position combinations and various values of the antenna separation to obtain the channel capacity for the MIMO system. An optimum antenna-separation is derived by averaging the channel capacities of 100 receiver positions with four different antenna combinations.

A study on the development of CAD system for the design of lens of the turn signal lamp (자동차 방향지시등 렌즈설계를 우한 CAD 시스템의 개발에 관한 연구)

  • 이재원;이우용
    • Journal of the korean Society of Automotive Engineers
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    • v.15 no.3
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    • pp.89-95
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    • 1993
  • This paper presents the development of CAD system for the design of lens of the Turn Signal Lamp that can model and simulate its optical performance. The system consists of three main modules: skin surface modeling module, inner lens modeling module and optical performance simulation module. Skin surface geometry can be modeled by the input of data file and inner lens can be modeled by the input of only four parameter using its geometric characteristics. Also light distribution pattern, the barometer of optical performance is generated by means of finite ray tracing method. The system display modeled geometry, ray tracing and generated light distribution pattern.

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The Propagation Characteristics using Ray tracing in Urban area (전파추적기법을 이용한 마이크로셀 도심지 환경에서의 전파특성에 관한 연구)

  • 김희중;김관홍박병성박한규
    • Proceedings of the IEEK Conference
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    • 1998.06a
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    • pp.177-180
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    • 1998
  • In high frequency environment such as microcell, it is requried to adopt a new method different from the empirical channel modeling applied in macrocell. In this thesis, measurement for residential area in Sinrimdong and the result of the simulation are compared and analyzed. Simulation technique utilizes 3D ray launching method to consider some factors which were not included in the ray tracing method. Propagation environment in the urban area shows the typical channel characterisitics of the propagation environment. Using 3D ray launching method, pathloss of the wave and delay characteristics of the signal with respect to the height of the transmitter is researched. If the transmitter is located on the top of the building, radiowave experiences diffraction on the rooftop and it influences the total received signal strength.

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An Efficient k-D tree Traversal Algorithm for Ray Tracing on a GPU (GPU상에서 동작하는 Ray Tracing을 위한 효과적인 k-D tree 탐색 알고리즘)

  • Kang, Yoon-Sig;Park, Woo-Chan;Seo, Choong-Won;Yang, Sung-Bong
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.3
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    • pp.133-140
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    • 2008
  • This paper proposes an effective k-D tree traversal algorithm for ray tracing on a GPU. The previous k-D tree traverse algorithm based on GPU uses bottom-up searching from a leaf to the root after failing to find the ray intersected primitive in the leaf node. During the bottom-up search the algorithm decides the current node is visited or not from the parent node. In such a way, we need to visit the parent node which was already visited and the duplicated bounding box intersection tests. The new k-D tree traverse algorithm reduces the brother and parent duplicated visit by using an efficient method which decides whether the brother node is already visited or not during the bottom-up search. Also the algorithm take place bounding box intersection tests only for the nodes which is not yet done. As a result our experiment shows the new algorithm is about 30% faster than the previous.

Fast Ray Reordering and Approximate Sibson Interpolation for Foveated Rendering on GPU

  • Kwon, Oh-Seok;park, Keon-kuk;Yoon, Joseph;Kim, Young-Bong
    • Journal of Korea Multimedia Society
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    • v.22 no.2
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    • pp.311-321
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    • 2019
  • Virtual reality applications in Head-Mounted Displays require high frame rates and low latency rendering techniques. Ray tracing offers many benefits, such as high-quality image generation, but has not been utilized due to lower performance than rasterization. But that can obtain good result combined with gaze-tracking technology and human visual system's operation principle. In this paper, we propose a method to optimize the foveated sampling map and to maintain the visual quality through the fast voronoi nearest interpolation. The proposed method further reduces the computational cost that has been improved by the previous foveated sampling. It also smoothes the voronoi boundary using adaptive sibson interpolation, which was not possible in real-time. As a result, the proposed method can render real-time high-quality images with low visual difference.

Source Independent Subtree Ray Tracing Method for Wave Propagation Simulation in Urban Environment (도심 환경에서 전파 특성 모의 해석을 위한 신호 독립 부트리 방법에 대한 연구)

  • Kwon, Se-Woong;Moon, Hyun-Wook;Oh, Jae-Rim;Yoon, Young-Joong
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.21 no.3
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    • pp.301-306
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    • 2010
  • In this paper, a SIT(Source Independent Tree) method for ray tracing is proposed to enhance the efficiency of tree construction with reuse of sub tree in urban environment, As the SIT method is applied, the decrease of the number of nodes for picocell and microcell simulations is 100 times. And 88~98 % of the total nodes are reused with change of location of signal source from an analysis of node reuse efficiency. Therefore the proposed SIT method is useful in performance enhancement of ray tracing, especially, for multiple antenna simulation like as MIMO system and cell planning.

Evaluation of Daylighting Performance and Design of a Curved-Lightshelf by the Ray Tracing Method (광선추적기법을 활용한 곡면형 광선반시스템 설계 및 채광성능 평가)

  • Kim, Dong-Su;Yoon, Jong-Ho;Shin, Woo-Chul;Lee, Kwang-Ho
    • Journal of the Korean Solar Energy Society
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    • v.31 no.4
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    • pp.136-141
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    • 2011
  • The lightshelf system reduces intense illumination levels of indoor from direct sun light and reflect to lead diffused light into indoor deeply. This study aims to design acurved-lightshelf by a ray tracing method and evaluate the daylighting performance of window integrated with the curved-lightshelf by computer simulations. For this purpose, evaluation test model was designed for the experiments to validate the simulation model, and the curved-lightshelf was designed by the ray tracing method using Ecotect. After the office model was designed using 3D simulation, the average indoor illuminance, luminance and distribution of illuminance were evaluated by simulation which has a algorithm of Radiosity and Ray-Tracing method under four different cases(case1;no lightshelf, case2; Flat board, case3; tilted at $30^{\circ}$ angle, case4; the curved-lightshelf). As results, it turns out that case1 showed higher average illuminance and case4 was more uniformly distributed than case2 and case3, In addition average luminance of case1 was also lower. indicating that the curved-lightshelf would reduce the possibility of the glare, while maintaining the sufficient daylight level.

A Shadow Culling Algorithm for Interactive Ray Tracing (대화형 광선 추적법을 위한 그림자 컬링 알고리즘)

  • Nah, Jae-Ho;Park, Woo-Chan;Han, Tack-Don
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.179-189
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    • 2009
  • We present a novel shadow culling algorithm for interactive ray tracing. Our approach exploits frame-to-frame coherence instead of preprocessing of building shadow data, so this algorithm is suitable for dynamic ray raying. In this algorithm, shadow processing results are stored to each primitive and used in the next frames. We also present a novel occlusion testing method. This method corrects potential shadow errors in our culling algorithm and requires low overhead. Experiment results show that our algorithm reduced both the traversal cost by 7-19 percent and the intersection cost by 9-24 percent.

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