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Basic Principles of SBR Ray Tracing

254 bytes removed, 14:23, 12 May 2017
/* Physics-Based Propagation Channel Modeling Using SBR Ray Tracing */
Link budget analysis for a multipath channel is a challenging task due to the large size of the computational domains involved. Typical propagation scenes usually involve length scales on the order of thousands of wavelengths. To calculate the path loss between the transmitter and receiver, one must solve Maxwell's equations in an extremely large space. Full-wave numerical techniques like the Finite Difference Time Domain (FDTD) method, which require a fine discretization of the computational domain, are therefore impractical for solving large-scale propagation problems. The practical solution is to use asymptotic techniques such as SBR, which utilize analytical techniques over large distances rather than a brute force discretization of the entire computational domain. Such asymptotic techniques, of course, have to compromise modeling accuracy for computational efficiency.
[[EM.Terrano]] provides an asymptotic ray tracing simulation engine that is based on a technique known as Shooting-and-Bouncing-Rays (SBR). In this technique, propagating spherical waves are modeled as ray tubes or beams that emanate from a source, travel in space, bounce from obstacles and are collected by the receiver. As rays propagate away from their source (transmitter), they begin to spread (or diverge) over distance. In other words, the cross section or footprint of a ray tube expands as a function of the distance from the source. [[EM.Terrano]] uses an accurate equi-angular ray generation scheme to that produces almost identical ray tubes in all directions to satisfy energy and power conservation requirements. When a ray hits an obstructing surface, one or more of the following phenomena may happen: # Reflection from the locally flat surface# Transmission through the locally flat surface# Diffraction from an edge between two conjoined locally flat surfaces
== Free-Space Wave Propagation ==
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