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EM.Terrano

1,879 bytes removed, 13:59, 31 August 2016
/* Building a Propagation Scene in EM.Terrano */
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Click on each type to learn more about it in the [[Glossary of EM.Cube's Materials & Physical Object Types]].
An outdoor propagation scene may involve several buildings modeled by impenetrable Impenetrable surfaces and an underlying flat ground or irregular terrain surface. An indoor propagation scene may involve several walls modeled by thin , penetrable surfaces, a ceiling terrain surfaces and a floor arranged according penetrable volumes represent all the objects that obstruct the propagation of electromagnetic waves (rays) in the free space. What differentiates them is the types of physical phenomena that are used to model their interaction with the impinging rays. EM.Terrano discretizes geometric objects into a certain building layoutnumber of flat facets. You can also build mixed scenes involving both impenetrable The field intensity, phase and penetrable blocks. Your sources power of the reflected and observables can be placed anywhere in transmitted rays depend on the scenematerial properties of the obstructing facet. Your transmitters and receivers The specular surface of a facet can be placed outdoors modeled as a simple homogeneous dielectric half-space or indoors. A complete list of the various elements of as a propagation scene is given in the '''Physical Structure''' section of EMmultilayer medium.Terrano's Navigation Tree In that respect, all the obstructing objects such as follows (click on each type to learn more about it)buildings, walls, terrain, etc. behave in a similar way:
* '''[[Block_Types#Impenetrable_Surfaces_for_Outdoor_Scenes|Impenetrable Surfaces]]''': feature reflection and diffraction of They terminate an impinging rays. Rays hit the facets of this type of blocks ray and bounce back, but they do not penetrate the object. It is assumed that the interior of such blocks replace it with one or buildings are highly absorptivemore new rays.* '''[[Block_Types#Penetrable_Surfaces_for_Indoor_Scenes|Penetrable Surfaces]]''': feature reflection, transmission and diffraction of impinging rays. These blocks They represent thin surfaces that are used to model the exterior and interior walls a specular interface between two media of buildings. Rays reflect off the surface of penetrable surfaces and diffract off their edges. They also penetrate the thin surface and continue their path in the free space on the other side of the wall.* '''[[Block_Types#Using_Terrain_Surfaces_vs._Global_Ground | Terrain Surfaces]]''': feature reflection and optional diffraction of impinging rays. These blocks are used to provide one or more impenetrable, ground surfaces different material compositions for calculating the propagation scene. Rays simply bounce off terrain objects. * '''[[Block_Types#Penetrable_Volumes|Penetrable Volumes]]''': feature reflection, transmission and or diffraction of impinging rays. These blocks are used to model propagation inside general material media or special environments such as fog, rain and vegetation.* '''[[#Defining_Base_Point_Sets|Base Points]]''': are used to locate a single transmitter or receiver or arrays of transmitters or receivers in the scenecoefficients.
[[Image:Info_iconAn outdoor propagation scene typically involves several buildings modeled by impenetrable surfaces.png|40px]] Click here Rays hit the facets of impenetrable buildings and bounce back, but they do not penetrate the object. It is assumed that the interior of such buildings are highly dissipative due to learn more about '''[[Block Types]]'''wave absorption or diffusion.An indoor propagation scene typically involves several walls, a ceiling and a floor arranged according to a certain building layout. Penetrable surfaces are used to model the exterior and interior walls of buildings. Rays reflect off these surfaces and diffract off their edges. They also penetrate the thin surface and continue their path in the free space on the other side of the wall. Terrain surfaces with irregular shapes or possibly random rough surfaces are used as an alternative to the flat global ground. You can also build mixed scenes involving both impenetrable and penetrable blocks or irregular terrain. In the context of a propagation scene, penetrable volumes are often used to model block of rain, fog or vegetation. Base location sets are used to geometrically represent point transmitters and point receivers in the project workspace.  === Organizing the Propagation Scene by Block Groups ===
In EM.Terrano, the various scene elements like buildings, terrain objects and base points are grouped together based on their type. All the objects listed under a particular group in the navigation tree share the same color, texture and material properties. Once a new block group has been created in the navigation tree, it becomes the "Active" group of the project workspace, which is always displayed in bold letters. You can start drawing new objects under the active node. Any block group can be made active by right-clicking on its name in the navigation tree and selecting the '''Activate''' item of the contextual menu.
[[Image:PROP4.png|thumb|400px|EM.Terrano's Global Ground Settings dialog.]]
=== Buildings, Terrain & Obstructing Blocks ===
Impenetrable, penetrable and terrain surfaces and penetrable volumes represent buildings, blocks or objects that obstruct the propagation of electromagnetic waves (rays) in the free space. What differentiates them is the types of physical phenomena that are used to model their interaction with the impinging rays. The field intensity, phase and power of the reflected and transmitted rays depend on the material properties of the obstructing surface. The specular surface can be modeled as a simple homogeneous dielectric half-space or as a multilayer structure. In that respect, the buildings, walls, terrain or even the global ground all behave in a similar way:
 
* They terminate an impinging ray and replace it with one or more new rays.
* They represent a specular interface between two media of different material compositions for calculating the reflection, transmission and possibly diffraction coefficients.
[[EM.Terrano]] has generalized the concept of '''Block''' as any object that obstructs and affects radio wave propagation. The following table summarized the [[Block Types|block types]] (click on each type to learn more about it):
{| class="wikitable"
|-
! scope="col"| Block Type
! scope="col"|Physical Effects
! scope="col"|Legitimate Object Types
|-
| [[Block_Types#Impenetrable_Surfaces_for_Outdoor_Scenes | Impenetrable Surface]]
| Reflection, Diffraction
| All solid & surface CAD objects
|-
| [[Block_Types#Penetrable_Volumes | Penetrable Volume]]
| Reflection, Diffraction, Material Medium Transmission
| All solid CAD objects
|-
| [[Block_Types#Penetrable_Surfaces_for_Indoor_Scenes | Penetrable Surface]]
| Reflection, Diffraction, Thin-Wall Transmission
| All solid & surface CAD objects
|-
| [[Block_Types#Using_Terrain_Surfaces_vs._Global_Ground | Terrain Surface]]
| Reflection
| Specially created tessellated objects only
|}
[[Image:prop_manual-12_tn.png|thumb|500px|An imported external terrain model.]]
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