• Title/Summary/Keyword: 3d Ray Tracing

Search Result 117, Processing Time 0.025 seconds

Three Dimensional Ray Tracing Based Indoor Propagation Model Using Triangulated Surfaces (실내 전파 특성 계산을 위한 삼각형 모델 기반의 3차원 광선 추적법)

  • Song, Jae-Young;Lee, Haeng-Seon
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
    • /
    • v.19 no.7
    • /
    • pp.733-740
    • /
    • 2008
  • In this paper, an indoor propagation model based on 3d ray tracing is presented for wireless communications. In case of indoor propagation models, various radio propagation paths such as wall-transmitted wave and scattered wave from ceilings, pillars, and furnitures arises and 3-D formulation is needed. To accommodate such scatterers, objects are modeled by triangulated surfaces and ray tubes using those surfaces are introduced and efficient calculation methods using the tubes are presented.

Optical Analysis for the Autostereoscopic Display with a Lenticular Array Using Finite Ray Tracing (유한광선추적을 이용한 렌티큘러 렌즈 기반 3차원 디스플레이 장치의 해석)

  • Kim, Bong-Sik;Kim, Keon-Woo;Choi, Da-Shin;Park, Woo-Sang
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
    • /
    • v.27 no.3
    • /
    • pp.162-166
    • /
    • 2014
  • We propose an analysis method of an autostereoscopic display system with lenticular lens array using finite ray-tracing method that is verified by the geometrical optics. In the present work, we adopt the cylinder equation for the mathematical expression of the lenticular lens. For the calculation of the direction cosine of the transmitted ray, we first calculate the refracting point at bottom of the lens and the direction cosine of the incident ray that propagating through the lens by the Snell's law, and then apply to finite ray-tracing method. Finally, we obtain the simulation results for the intensity distribution of the ray at optimal viewing distance. From these results, we confirm the realization of 3D image that exists separately according to the viewing position at an optimal viewing distance.

Development of Received Acoustic Pressure Analysis Program of CHA using Beam Tracing Method (Beam Tracing 기법을 이용한 수동 소나 센서의 수신 음압해석 프로그램 개발)

  • Kwon, Hyun-Wung;Hong, Suk-Yoon;Song, Jee-Hun;Jeon, Jae Jin;Seo, Young-Soo
    • Journal of the Society of Naval Architects of Korea
    • /
    • v.50 no.3
    • /
    • pp.190-198
    • /
    • 2013
  • In order to predict acoustic pressure distributions by exterior incident wave at Cylindrical Hydrophone Array (CHA) sensor's positions, acoustic pressure analysis is performed by using beam tracing method. Beam tracing method is well-known of reliable pressure analysis methods at high-frequency range. When an acoustic noise source is located at the center of rectangular room, acoustic pressure analysis is performed by using both beam tracing method and Power Flow Boundary Element Method (PFBEM). By comparing with results of beam tracing method and those of PFBEM, the accuracy of beam tracing method is verified. We develop the CHA pressure analysis program by verified beam tracing method. The developed software is composed of model input, sensor array creator, analysis option, solver and post-processor. We can choose a model option of 2D or 3D. The sensor array generator is connected to a sonar which is composed of center position, bottom, top and angle between sensors. We also can choose an analysis option such as analysis frequency, beam number, reflect number, etc. The solver module calculates the ray paths, acoustic pressure and result of generating beams. We apply the program to 2D and 3D CHA models, and their results are reliable.

Discrete Ray Tracing Techniques for Wave Propagation Characteristic of Random Rough Surfaces (불규칙 조면의 전파 특성 해석을 위한 이산 광선 추적법)

  • Yoon, Kwang-Yeol
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.5 no.3
    • /
    • pp.233-238
    • /
    • 2010
  • In this paper, we have proposed discrete ray tracing method (DRTM) for numerical analysis of characteristics of electromagnetic propagation along 2D random rough surfaces. The point of the present method is to discretize not only rough surface but also ray tracing. The former helps saving computer memories and the latter does simplifying ray searching algorithm resulting in saving computation time. Numerical calculations are carried out for 2D random rough surfaces, and electric field distributions are shown to check the effectiveness of the proposed DRTM.

Implementation of Real-time Interactive Ray Tracing on GPU (GPU 기반의 실시간 인터렉티브 광선추적법 구현)

  • Bae, Sung-Min;Hong, Hyun-Ki
    • Journal of Korea Game Society
    • /
    • v.7 no.3
    • /
    • pp.59-66
    • /
    • 2007
  • Ray tracing is one of the classical global illumination methods to generate a photo-realistic rendering image with various lighting effects such as reflection and refraction. However, there are some restrictions on real-time applications because of its computation load. In order to overcome these limitations, many researches of the ray tracing based on GPU (Graphics Processing Unit) have been presented up to now. In this paper, we implement the ray tracing algorithm by J. Purcell and combine it with two methods in order to improve the rendering performance for interactive applications. First, intersection points of the primary ray are determined efficiently using rasterization on graphics hardware. We then construct the acceleration structure of 3D objects to improve the rendering performance. There are few researches on a detail analysis of improved performance by these considerations in ray tracing rendering. We compare the rendering system with environment mapping based on GPU and implement the wireless remote rendering system. This system is useful for interactive applications such as the realtime composition, augmented reality and virtual reality.

  • PDF

On the application of angular spectrum for synthesizing a 3-D image from a series of 2-D images (다수의 2차원 단층영상으로부터 3차원 영상을 합성하기 위한 Angular 스펙트럼의 적용)

  • 양훈기;이상이;김은수
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.21 no.7
    • /
    • pp.1668-1676
    • /
    • 1996
  • This paper presents the evaluation of an angular spectrum-based method used to calculate scattering pattern of a three-dimensional object modelled as a collection composed of vertical sectional two-dimensional images. This is done via comparing a proposed method with two existing methods, i.e., a Fresnel hologram method and a ray-tracing method, in terms of computatioal complexities and reconstructed results. Maathematical derivations for each methods are reviewed and implementing procedures are described in detail, along with the amount of computaions required from the implementation point of view, rather than from the mathematical point of view. We show simulation results in which the Fresnel holoram method dose not exhibit promising results although it requires the least computation. Moreover, it is also shown that the proposed method, even with much less computational requirement than the ray-tracing method, produces good performances asmuch as the ray-tracing method does.

  • PDF

Ray Tracing Acceleration Schemes Based on Efficient Data Storage (효율적인 데이터 저장을 기초로 한 광선 추적의 가속화 방안)

  • 최현규;경종민
    • Journal of the Korean Institute of Telematics and Electronics
    • /
    • v.26 no.8
    • /
    • pp.1270-1281
    • /
    • 1989
  • This paper presents two new storage schemes of 3-D objects to accelerate the finding of the first intersecting object and the shadow computation steps in ray tracing. The 3-D objects which are potentially intersected with the first reflection (refraction)ray are enrolled within a so called reflection (refraction) frustum' for a polygon object. Only those objects registered in the corres ponding frustum are immediately checked for intersection with the secondary rays emanating from the same polygon. The other is called a shadow pyramid' which contains the candidate objects possibly blocking the path from the relevant light source to any point on the relevant polgon. The shadow testing of a point is performed only against the objects contained in the associated shadow pyramid. Despite the cost needed for registration of objects within frusta or shadow pyramids, the total rendering time of ray tracing using the proposed approaches was reduced by approximately 50% (10% in color rendering time and 70% in shadoe testing time) from the conventional cell 50% (10% in color rendering time and 70% in shadow testing time) from the conventional cell traversal scheme under the 3-D uniform subdivision environment due to the fast finding of candidate objects for intersection and the reduced number of intersection calculations.

  • PDF

Prediction and Analysis of the Propagation Characteristics in Indoor Environments (실내 환경의 전파특성 예측과 분석)

  • 손호경;김성진김채영
    • Proceedings of the IEEK Conference
    • /
    • 1998.06a
    • /
    • pp.169-172
    • /
    • 1998
  • A 3D-ray tracing using triangular ray tubes for predicting propagation in indoor environments is presented. Employed ray tracing scheme needs no reception sphere often suffered from how to assign the correct radius as a touching ray on the receiver. To verify the developed codes path loss for a rectangular corridor has been computed, measured, and compared with those by image methods, all shows good agreement to each other. Discussions are made on the path loss fluctuations along the distance in a rectangular corridor having a conducting knife.

  • PDF

Adaptive depth control algorithm for sound tracing (사운드 트레이싱을 위한 적응형 깊이 조절 알고리즘)

  • Kim, Eunjae;Yun, Juwon;Chung, Woonam;Kim, Youngsik;Park, Woo-Chan
    • Journal of the Korea Computer Graphics Society
    • /
    • v.24 no.5
    • /
    • pp.21-30
    • /
    • 2018
  • In this paper, we use Sound-tracing, a 3D sound technology based on ray-tracing that uses geometric method as auditory technology to enhance realism. The Sound-tracing is costly in the sound propagation stage. In order to reduce the sound propagation cost, we propose a method to calculate the average effective frame number of previous frames using the frame coherence property and to adjust the depth according to the space based on the calculated number. Experimental results show that the path loss rate is 0.72% and the traversal & Intersection test calculation amount is decreased by 85.13% and the frame rate is increased by 4.48% when the sound source is indoors, compared with the result of the case without depth control. When the sound source was outdoors, the path loss was 0% and the traversal & Intersection test calculation amount is decreased by 25.01% and the frame rate increased by 7.85%. This allowed the rendering performance to be increased while minimizing the path loss rate.

BER Performance for Satellite DMB System E in Tunnel Environment (터널 환경에서 위성 DMB 시스템 E의 BER 성능)

  • Jo Han-shin;Kim Do-youn;Mun Cheol;Yook Jong-gwan
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.30 no.5A
    • /
    • pp.397-401
    • /
    • 2005
  • A different alternative method for simulating bit error rate(BER) performance of Satellite Digital Multimedia Broadcasting(DMB) in tunnel environments is presented. The method based on a channel model obtained by ray-tracing is able to support BER estimation over the channel presents arbitrary statistics that are difficult to fit to an analytic expression. The BER performance for System E over the tunnel fading channel that obtained by ray-tracing is predicted by the monte-carlo method. It can be observed that the BER performance for a straight tunnel channel is better than that for a line-of-sight(LOS) area in curved tunnel. Also, the BER performance for LOS areas in a curved tunnel outperforms that for non-line-of-sight(NLOS) areas in a curved tunnel. The BER performances for straight, curved LOS and curved NLOS tunnel channels are better than that for a Rayleigh channel(K=0) and less than that for a Rician channel with K=3. Moreover, for BER=10-3, it can be seen that there is approximately a $1{\sim}1.5\;dB$ difference between those three types of tunnel channels and a Rayleigh channel.