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    Applicability of Game Engine for Ray Tracing Techniques in a Complex Urban Environment
    (IEEE, 2010-09-10) Navarro Cadavid, Andres
    This work presents results for a new method of ray tracing in urban environments using game engine and graphic processing unit (GPU). First advantage obtained with this method is the simplicity for 3D modeling from raster digital elevation model (DEM). Second advantage is the ability to precisely obtain ray parameters and the multiple paths interacting between transmitter and receiver in urban environment for high and low base station. A third advantage is the reduction in computing time by using the GPU capacity. In this paper, we show simulation results and compare them with measurements, obtaining a good fit. ©2010 IEEE.
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    Heuristic UTD coefficients applied for the channel characterization in an andean scenario
    (Institute of Electrical and Electronics Engineers Inc., 2015-07-19) Navarro Cadavid, Andres
    This paper presents a comparison of three heuristic coefficients for the Uniform Theory of Diffraction (UTD), used to characterize the radiowave scattering in typical urban scenarios. The coefficients were implemented in a propagation model based on 3D ray-tracing techniques in an andean scenario. In order to evaluate each coefficient we analyze the statistical behavior of the mean and standard deviation of the absolute errors between the estimated values and the measured data of path loss in a large number of receptor points. Finally, we show the path loss prediction for each heuristic UTD coefficients proposed.
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    Prediction of Delay Spread Using Ray Tracing and Game Engine Based on Measurement
    (Institute of Electrical and Electronics Engineers Inc., 2015-05-11) Gomez, Jorge
    In this paper, we show results of channel delay spread estimation using a 3D ray launching tool based on Game Engines and GPU, comparing simulation results with channel measurements of a MIMO system taken in Ilmenau. We show that the accuracy of the simulation is strongly affected by the ray angular separation in the first and second diffraction, obtaining a good fit between measurements and simulation.
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    Game engines ray-tracing models for indoor channel modeling
    (IEEE, 2014-07-06) Cardona, Narcis
    This paper investigates the use of a full 3D ray-tracing system based on Game Engine for the prediction of channel parameters in indoor using frequencies lower than usual. We explore the modeling of indoor channel for Digital TV frequencies and analyze the behavior of material on such low frequencies and how the frequencies affect the constitutive parameters of materials in the scenario. Because of the environment used for experimentation, the number of rays is very high and the number of interactions is higher than usual. We show results of the ray tracing model compared with measurements of delay spread at 594MHz.
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    Using 3D game engines and GPU for ray launching based channel modeling in indoor
    (Institute of Electrical and Electronics Engineers Inc., 2014-08-23) Giménez, Jordi Joan
    This paper investigates the use of a full 3D ray-launching system based on Game Engine and GPU for the prediction of channel parameters in indoor. We explore the behavior of the materials and the possible influence of objects external to the room where measurements were performed. We explore the modeling of indoor channel for Digital TV frequencies and analyze the behavior of material on such low frequencies and how the frequencies affect the constitutive parameters of materials in the scenario. Because of the environment used for experimentation, the number of rays is very high and the number of interactions is higher than usual. We show results of the ray tracing model compared with measurements of delay spread at 594MHz in a meeting room
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    Using 3-D video game technology in channel modeling
    (Institute of Electrical and Electronics Engineers Inc., 2014-01-01) Salcedo Londoño, Sebastian
    We present here a paper on the potential use of game engines and graphic technologies for 3-D ray-based technologies used to simulate multipath channels. Our approach harnesses the power of video game development engines to provide an urban 3-D ray-based model for exploration and analysis of multipath channels for a wide frequency range in different complex outdoor and indoor scenarios. Game technologies offer a variety of options for exploiting the capabilities of graphical processing units and provide high performance in computing time with accurate results for channel modeling in current and future wireless technologies. We show the usefulness of this approach using our 3-D ray-based system in different applications.
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    Using game engines for wideband channel estimation parameters in Andean cities
    (IEEE, 2010-04-16) Guevara, Dinael
    This paper shows the results obtained with a new raytracing method using an open source game engine and high performance graphic cards for the estimation of path loss and parameters of wide-band channel with high accuracy, for both low or high base-station in some specific outdoor urban Andean scenario as is the Cost 2100 Cali reference scenario. We use the algorithms and techniques developed by the game community together with graphics hardware accelerators for parameters estimation in time and frequency for wide-band channels. We use a 3D model dynamically obtained from raster digital elevation model (DEM) with information about constitutive parameters of materials and compare it with measurements, obtaining a good fit.
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    Comparison of heuristic UTD coefficients in an outdoor scenario
    (Institute of Electrical and Electronics Engineers Inc., 2013-05-15) Rego, Cassio G.
    This paper presents a comparison of three heuristic coefficients for the Uniform Theory of Diffraction (UTD), used to characterize the radiowave scattering in typical urban scenarios. The coefficients were implemented in a propagation model based on 3D ray-tracing techniques for a Digital Video Broadcasting (DVB) service. In order to evaluate each coefficient we analyze the statistical behavior of the mean and standard deviation of the absolute errors between the estimated values and the measured data of path loss in a large number of receptor points in an outdoor scenario.
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    Indoor Propagation Using a Game Engine Ray-Based Model in Indoor Scenario at 5.4GHz
    (Institute of Electrical and Electronics Engineers Inc., 2016-05-15) Gimenez, Jordi Joan
    The results of a simulation of signal propagation strength in indoor environment using a game engine ray-based tool and use of an open source 3D modeling tool for scenario building are presented in this paper, showing the flexibility of the XML description language for this kind of scenario. We show simulation results and compare them with an extensive set of measurements for an indoor scenario with multiple materials in the 5.4GHz band, obtaining a good match between the ray-based tool and measurements of received power. We found also that constitutive parameters have an important effect on the simulation results and made some small adjustments to improve results.
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    Heuristic UTD coefficients for radiowave coverage prediction in a urban scenario
    (IEEE, 2015-11-03) Tami, Diego
    This paper presents a comparison of three heuristic coefficients for the Uniform Theory of Diffraction (UTD), used to characterize the radiowave scattering in typical urban scenarios. The coefficients were implemented in a propagation model based on ray-tracing techniques based in image theory. In order to evaluate each coefficient we analyze the statistical behavior of the mean and standard deviation of the absolute errors between the estimated values and the measured data of path loss in a large number of receptor points provided in the literature. Finally, we show the path loss prediction for each UTD coefficients proposed.