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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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    Using game engines in ray tracing physics
    (IEEE, 2010-09-17) Navarro Cadavid, Andrés
    This paper shows the used of a complete open source game engine and the significant advanced in computer graphics for applied ray tracing physics techniques in urban environment of propagation. We used techniques and software developed for open source game engine to: 1) The ray tracing physics algorithm for path loss, reflection and multiple diffraction. 2) The efficient use of graphic processing unit (GPU) and the multiple processor of the CPU.