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 rayâs 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.
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