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		<title>EM.Terrano In A Nutshell - Revision history</title>
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		<updated>2026-08-28T01:31:56Z</updated>
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	<entry>
		<id>https://emagtech.com/wiki/index.php?title=EM.Terrano_In_A_Nutshell&amp;diff=5417&amp;oldid=prev</id>
		<title>Asabet: /* A Quick Introduction To SBR Simulation */</title>
		<link rel="alternate" type="text/html" href="https://emagtech.com/wiki/index.php?title=EM.Terrano_In_A_Nutshell&amp;diff=5417&amp;oldid=prev"/>
				<updated>2014-08-06T20:10:30Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;A Quick Introduction To SBR Simulation&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 20:10, 6 August 2014&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 2:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 2:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[EM.Terrano]] is a simulation software tool for modeling radio wave propagation in large scenes like urban canyons, indoor environments and natural terrain. Full-wave numerical methods like the finite difference time domain (FDTD) or the method of moments (MoM) solve differential or integral forms of Maxwell’s equations that require a fine discretization of the physical structure. To ensure the accuray of the simulation results, the resolution of the structure’s mesh must be high enough to accommodate a large number of cells per effective wavelength. Wireless propagation problems, on the other hand, typically involve scenes that may extend by hundreds or thousands of wavelengths. Generating a full-wave mesh in such &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;sccenarios &lt;/del&gt;can easily lead to intractable computational problems demanding terabytes of computer memory. Asymptotic methods such as Shoot-and-Bounce-Rays (SBR) offer a practical solution for large-scale problems of this type. [[EM.Terrano]]’s simulation engine is based on the SBR method, which combines Geometrical Optics (GO) with the Uniform Theory of Diffraction (UTD). &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[EM.Terrano]] is a simulation software tool for modeling radio wave propagation in large scenes like urban canyons, indoor environments and natural terrain. Full-wave numerical methods like the finite difference time domain (FDTD) or the method of moments (MoM) solve differential or integral forms of Maxwell’s equations that require a fine discretization of the physical structure. To ensure the accuray of the simulation results, the resolution of the structure’s mesh must be high enough to accommodate a large number of cells per effective wavelength. Wireless propagation problems, on the other hand, typically involve scenes that may extend by hundreds or thousands of wavelengths. Generating a full-wave mesh in such &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;scenarios &lt;/ins&gt;can easily lead to intractable computational problems demanding terabytes of computer memory. Asymptotic methods such as Shoot-and-Bounce-Rays (SBR) offer a practical solution for large-scale problems of this type. [[EM.Terrano]]’s simulation engine is based on the SBR method, which combines Geometrical Optics (GO) with the Uniform Theory of Diffraction (UTD). &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160;  &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160;  &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In [[EM.Terrano]], a transmitter (acting as a source) shoots rays in all directions in the 3D space. The simplest source, however, is a short dipole radiator. The rays travel through the free space and are collected at the location of receivers (acting as field observation points). A ray is an electromagnetic energy tube with a triangular cross section that propagates in the channel medium along a certain direction vector. [[EM.Terrano]] models rays as fully polarimetric and coherent spherical waves that emanate from a source point and diverge (or spread) over distance undergoing both attenuation and phase change. In a simple free space channel, the tansmitted rays are directly picked up by the receivers. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In [[EM.Terrano]], a transmitter (acting as a source) shoots rays in all directions in the 3D space. The simplest source, however, is a short dipole radiator. The rays travel through the free space and are collected at the location of receivers (acting as field observation points). A ray is an electromagnetic energy tube with a triangular cross section that propagates in the channel medium along a certain direction vector. [[EM.Terrano]] models rays as fully polarimetric and coherent spherical waves that emanate from a source point and diverge (or spread) over distance undergoing both attenuation and phase change. In a simple free space channel, the tansmitted rays are directly picked up by the receivers. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Asabet</name></author>	</entry>

	<entry>
		<id>https://emagtech.com/wiki/index.php?title=EM.Terrano_In_A_Nutshell&amp;diff=4679&amp;oldid=prev</id>
		<title>Kazem Sabet at 15:36, 29 June 2014</title>
		<link rel="alternate" type="text/html" href="https://emagtech.com/wiki/index.php?title=EM.Terrano_In_A_Nutshell&amp;diff=4679&amp;oldid=prev"/>
				<updated>2014-06-29T15:36:54Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 15:36, 29 June 2014&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 7:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 7:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In a more complex multipath environment with obstructions, rays may hit objects like buildings, walls, ground or terrain surface, etc. [[EM.Terrano]] discretizes the objects of your scene using a surface triangular mesh generator. This leads to a large number of flat triangular facets, which are hit by the incident rays. At the point of incidence on a facet, the incident ray reflects back into the scene. Part of the ray’s energy may also penetrate the surface and continue to propagate as a new transmitted ray. Edges of the obstructing buildings diffract the incident rays. As a result of diffraction, a large number of diffracted rays are generated in a conical configuration, which enter the scene and start to propagate as new independent rays. A simulation of a multipath channel usually involves thousands or even millions of propagating rays.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In a more complex multipath environment with obstructions, rays may hit objects like buildings, walls, ground or terrain surface, etc. [[EM.Terrano]] discretizes the objects of your scene using a surface triangular mesh generator. This leads to a large number of flat triangular facets, which are hit by the incident rays. At the point of incidence on a facet, the incident ray reflects back into the scene. Part of the ray’s energy may also penetrate the surface and continue to propagate as a new transmitted ray. Edges of the obstructing buildings diffract the incident rays. As a result of diffraction, a large number of diffracted rays are generated in a conical configuration, which enter the scene and start to propagate as new independent rays. A simulation of a multipath channel usually involves thousands or even millions of propagating rays.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[EM.Cube&amp;#160; | Back to EM.Cube Wiki Main Page]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Kazem Sabet</name></author>	</entry>

	<entry>
		<id>https://emagtech.com/wiki/index.php?title=EM.Terrano_In_A_Nutshell&amp;diff=4678&amp;oldid=prev</id>
		<title>Kazem Sabet at 15:36, 29 June 2014</title>
		<link rel="alternate" type="text/html" href="https://emagtech.com/wiki/index.php?title=EM.Terrano_In_A_Nutshell&amp;diff=4678&amp;oldid=prev"/>
				<updated>2014-06-29T15:36:33Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 15:36, 29 June 2014&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;== A Quick Introduction To SBR Simulation==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[EM.Terrano]] is a simulation software tool for modeling radio wave propagation in large scenes like urban canyons, indoor environments and natural terrain. Full-wave numerical methods like the finite difference time domain (FDTD) or the method of moments (MoM) solve differential or integral forms of Maxwell’s equations that require a fine discretization of the physical structure. To ensure the accuray of the simulation results, the resolution of the structure’s mesh must be high enough to accommodate a large number of cells per effective wavelength. Wireless propagation problems, on the other hand, typically involve scenes that may extend by hundreds or thousands of wavelengths. Generating a full-wave mesh in such sccenarios can easily lead to intractable computational problems demanding terabytes of computer memory. Asymptotic methods such as Shoot-and-Bounce-Rays (SBR) offer a practical solution for large-scale problems of this type. [[EM.Terrano]]’s simulation engine is based on the SBR method, which combines Geometrical Optics (GO) with the Uniform Theory of Diffraction (UTD). &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[EM.Terrano]] is a simulation software tool for modeling radio wave propagation in large scenes like urban canyons, indoor environments and natural terrain. Full-wave numerical methods like the finite difference time domain (FDTD) or the method of moments (MoM) solve differential or integral forms of Maxwell’s equations that require a fine discretization of the physical structure. To ensure the accuray of the simulation results, the resolution of the structure’s mesh must be high enough to accommodate a large number of cells per effective wavelength. Wireless propagation problems, on the other hand, typically involve scenes that may extend by hundreds or thousands of wavelengths. Generating a full-wave mesh in such sccenarios can easily lead to intractable computational problems demanding terabytes of computer memory. Asymptotic methods such as Shoot-and-Bounce-Rays (SBR) offer a practical solution for large-scale problems of this type. [[EM.Terrano]]’s simulation engine is based on the SBR method, which combines Geometrical Optics (GO) with the Uniform Theory of Diffraction (UTD). &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160;  &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160;  &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Kazem Sabet</name></author>	</entry>

	<entry>
		<id>https://emagtech.com/wiki/index.php?title=EM.Terrano_In_A_Nutshell&amp;diff=4677&amp;oldid=prev</id>
		<title>Kazem Sabet: Created page with &quot;EM.Terrano is a simulation software tool for modeling radio wave propagation in large scenes like urban canyons, indoor environments and natural terrain. Full-wave numerical ...&quot;</title>
		<link rel="alternate" type="text/html" href="https://emagtech.com/wiki/index.php?title=EM.Terrano_In_A_Nutshell&amp;diff=4677&amp;oldid=prev"/>
				<updated>2014-06-29T15:35:57Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;&lt;a href=&quot;/wiki/index.php?title=EM.Terrano&quot; title=&quot;EM.Terrano&quot;&gt;EM.Terrano&lt;/a&gt; is a simulation software tool for modeling radio wave propagation in large scenes like urban canyons, indoor environments and natural terrain. Full-wave numerical ...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[EM.Terrano]] is a simulation software tool for modeling radio wave propagation in large scenes like urban canyons, indoor environments and natural terrain. Full-wave numerical methods like the finite difference time domain (FDTD) or the method of moments (MoM) solve differential or integral forms of Maxwell’s equations that require a fine discretization of the physical structure. To ensure the accuray of the simulation results, the resolution of the structure’s mesh must be high enough to accommodate a large number of cells per effective wavelength. Wireless propagation problems, on the other hand, typically involve scenes that may extend by hundreds or thousands of wavelengths. Generating a full-wave mesh in such sccenarios can easily lead to intractable computational problems demanding terabytes of computer memory. Asymptotic methods such as Shoot-and-Bounce-Rays (SBR) offer a practical solution for large-scale problems of this type. [[EM.Terrano]]’s simulation engine is based on the SBR method, which combines Geometrical Optics (GO) with the Uniform Theory of Diffraction (UTD). &lt;br /&gt;
       &lt;br /&gt;
In [[EM.Terrano]], a transmitter (acting as a source) shoots rays in all directions in the 3D space. The simplest source, however, is a short dipole radiator. The rays travel through the free space and are collected at the location of receivers (acting as field observation points). A ray is an electromagnetic energy tube with a triangular cross section that propagates in the channel medium along a certain direction vector. [[EM.Terrano]] models rays as fully polarimetric and coherent spherical waves that emanate from a source point and diverge (or spread) over distance undergoing both attenuation and phase change. In a simple free space channel, the tansmitted rays are directly picked up by the receivers. &lt;br /&gt;
&lt;br /&gt;
In a more complex multipath environment with obstructions, rays may hit objects like buildings, walls, ground or terrain surface, etc. [[EM.Terrano]] discretizes the objects of your scene using a surface triangular mesh generator. This leads to a large number of flat triangular facets, which are hit by the incident rays. At the point of incidence on a facet, the incident ray reflects back into the scene. Part of the ray’s energy may also penetrate the surface and continue to propagate as a new transmitted ray. Edges of the obstructing buildings diffract the incident rays. As a result of diffraction, a large number of diffracted rays are generated in a conical configuration, which enter the scene and start to propagate as new independent rays. A simulation of a multipath channel usually involves thousands or even millions of propagating rays.&lt;/div&gt;</summary>
		<author><name>Kazem Sabet</name></author>	</entry>

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