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Basic Principles of SBR Ray Tracing

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== Basic Wave Interaction Mechanisms in Ray Tracing ==
[[EM.Terrano]] discretizes all of the objects in your propagation scene into flat triangular facets. Obviously, rectangular and cubic objects preserve their geometric shapes through this discretization. Objects with curved surfaces such as cylinders, cones or spheres, are approximated by triangular surface mesh representations. The geometric fidelity of the resulting mesh depends on the specified mesh edge length. When a ray hits a triangular facet, the propagating spherical wave is approximated as a plane wave at the specular point. The reflection and transmission coefficients of the surface are calculated at the operational frequency and at the particular ray incident angle.
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