Logo_Icesi

Resultados de la búsqueda

Mostrando 1 - 9 de 9
  • Ítem
    DVB Coverage Prediction Using Game Engine Based Ray-Tracing Techniques
    (IEEE, 2011-09-05) Gimenez, Jordi J.
    This paper presents the results of an evaluation of a propagation model based on ray-tracing techniques using a game engine and Graphics Processing Unit (GPU) in outdoor scenarios, as a gap-filler for a Digital Video Broadcasting Handheld (DVB-H) service. This model involves complete identification of the parameters of wave propagation, multipath components between the transmitter and the receiver as attenuation, time delay of arrival (TDA), full polarimetric transmission matrix, direction of arrival DoA and the direction of departure DoD. In the paper, we present the results of the simulation and compare them with measurements, obtaining a satisfactory fit. © 2011 IEEE.
  • No hay miniatura disponible
    Ítem
    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.
  • Ítem
    Measurement-based ray-tracing models calibration in urban environments
    (IEEE, 2012-07-08) Cardona, Narcis
    This paper investigates the effect produced on the accuracy of the estimate of path loss in an outdoor environment in order to adjust the permittivity values for building wall, building roof and street floor by using a full 3D ray-tracing system. Due to the complexity of a real situation, estimation of path loss using the ray-tracing method is generally assumed one or three large classes of homogeneous materials to represent the building walls, building roofs and street floors in order have a viable model of the 3D environment. However, in a real case, an outdoor environment consists of many buildings and streets made of heterogeneous materials. We analyze the behavior of the statistical variation of standard deviation, correlation coefficient and the average error between the values of estimated and measured path loss data when considering various values of permittivity of these three classes.
  • No hay miniatura disponible
    Ítem
    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.
  • No hay miniatura disponible
    Ítem
    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.
  • No hay miniatura disponible
    Ítem
    Using game engines and graphic technologies for ray-tracing in future wireless
    (Institute of Electrical and Electronics Engineers Inc., 2014-04-11) Guevara, Dinael
    We present here a discussion about the use of 3D ray-tracing (RT) techniques based on game engines and graphic technologies to derive the multipath channel. Our approach harnesses the power of video game development engines to provide the urban 3D model and 3D RT for exploration and analysis of multipath channel for a wide frequency range in different complex outdoor scenarios. The advantage of this approach is that it efficiently utilizes the potential and capabilities in the graphical processing units (GPUs) and provide high performance in computing time with accurate results. We demonstrate the usefulness of this approach using our 3D RT in different applications. We show simulation results and compare them with measurements, obtaining a good fit. © 2014 European Association on Antennas and Propagation.
  • Ítem
    Delay spread estimation using a Game Engine Ray based model in indoor scenario at 5 GHz
    (Asian Research Publishing Network, 2016-03-01) Escalante, Diego
    In this paper we show the results of a simulation of channel parameters using a Game Engine Ray based tool, developed by our group, which has been evolving during last few years. We show simulation results and compare it with a set of measurements for an indoor scenario, in the band of 5.4 GHz. We found a good match between the rays based tool and measurements for Delay Spread. Also, we show the use of an Open Source 3D modelling tool for the scenario building, showing the flexibility of the XML description language for this kind of scenarios. © 2006-2016 Asian Research Publishing Network (ARPN).
  • Ítem
    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.
  • No hay miniatura disponible
    Ítem
    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.