Influence of electrical parameters on three-dimensional ray-tracing-based predictions in complex indoor environments

Author(s):  
Li-Xin Guo ◽  
Chang-Long Li ◽  
Zhong-Yu Liu
Electronics ◽  
2021 ◽  
Vol 10 (4) ◽  
pp. 393
Author(s):  
Huthaifa Obeidat ◽  
Atta Ullah ◽  
Ali AlAbdullah ◽  
Waqas Manan ◽  
Omar Obeidat ◽  
...  

This paper outlines a study of the effect of changing the electrical properties of materials when applied in the Wireless InSite (WI) ray-tracing software. The study was performed at 60 GHz in an indoor propagation environment and supported by Line of Sight (LoS) and Non-LoS measurements data. The study also investigates other factors that may affect the WI sensitivity, including antenna dimensions, antenna pattern, and accuracy of the environment design. In the experiment, single and double reflections from concrete walls and wooden doors are analysed. Experimental results were compared to those obtained from simulation using the WI. It was found that materials selected from the literature should be similar to those of the environment under study in order to have accurate results. WI was found to have an acceptable performance provided certain conditions are met.


2017 ◽  
Vol 14 (5) ◽  
pp. 172988141773275 ◽  
Author(s):  
Francisco J Perez-Grau ◽  
Fernando Caballero ◽  
Antidio Viguria ◽  
Anibal Ollero

This article presents an enhanced version of the Monte Carlo localization algorithm, commonly used for robot navigation in indoor environments, which is suitable for aerial robots moving in a three-dimentional environment and makes use of a combination of measurements from an Red,Green,Blue-Depth (RGB-D) sensor, distances to several radio-tags placed in the environment, and an inertial measurement unit. The approach is demonstrated with an unmanned aerial vehicle flying for 10 min indoors and validated with a very precise motion tracking system. The approach has been implemented using the robot operating system framework and works smoothly on a regular i7 computer, leaving plenty of computational capacity for other navigation tasks such as motion planning or control.


Author(s):  
Iman Goldasteh ◽  
Goodarz Ahmadi ◽  
Andrea Ferro

Particle resuspension is an important source of particulate matter in indoor environments that significantly affects the indoor air quality and could potentially have adverse effect on human health. Earlier efforts to investigate indoor particle resuspension hypothesized that high speed airflow generated at the floor level during the gate cycle is the main cause of particle resuspension. The resuspended particles are then assumed to be dispersed by the airflow in the room, which is impacted by both the ventilation and the occupant movement, leading to increased PM concentration. In this study, a three dimensional model of a room was developed using FLUENT™ CFD package. A RANS approach with the RNG k-ε turbulence model was used for simulating the airflow field in the room for different ventilation conditions. The trajectories of resuspended particulate matter were computed with a Lagrangian method by solving the equations of particle motion. The effect of turbulent dispersion was included with the use of the eddy lifetime model. The resuspension of particles due to gait cycle was estimated and included in the computational model. The dispersion and transport of particles resuspended from flooring as well as particle re-deposition on flooring and walls were simulated. Particle concentrations in the room generated by the resuspension process were evaluated and the results were compared with experimental chamber study data as well as simplified model predictions, and good agreement was found.


GPS Solutions ◽  
2013 ◽  
Vol 18 (3) ◽  
pp. 345-354 ◽  
Author(s):  
Landon Urquhart ◽  
Felipe G. Nievinski ◽  
Marcelo C. Santos

2006 ◽  
Vol 128 (9) ◽  
pp. 945-952 ◽  
Author(s):  
Sandip Mazumder

Two different algorithms to accelerate ray tracing in surface-to-surface radiation Monte Carlo calculations are investigated. The first algorithm is the well-known binary spatial partitioning (BSP) algorithm, which recursively bisects the computational domain into a set of hierarchically linked boxes that are then made use of to narrow down the number of ray-surface intersection calculations. The second algorithm is the volume-by-volume advancement (VVA) algorithm. This algorithm is new and employs the volumetric mesh to advance the ray through the computational domain until a legitimate intersection point is found. The algorithms are tested for two classical problems, namely an open box, and a box in a box, in both two-dimensional (2D) and three-dimensional (3D) geometries with various mesh sizes. Both algorithms are found to result in orders of magnitude gains in computational efficiency over direct calculations that do not employ any acceleration strategy. For three-dimensional geometries, the VVA algorithm is found to be clearly superior to BSP, particularly for cases with obstructions within the computational domain. For two-dimensional geometries, the VVA algorithm is found to be superior to the BSP algorithm only when obstructions are present and are densely packed.


2013 ◽  
Vol 2013 ◽  
pp. 1-7 ◽  
Author(s):  
Hyun Wook Moon ◽  
Woojoong Kim ◽  
Sewoong Kwon ◽  
Jaeheung Kim ◽  
Young Joong Yoon

A simple and exact closed-form equation to determine a penetrated ray path in a ray tracing is proposed for an accurate channel prediction in indoor environments. Whereas the penetrated ray path in a conventional ray tracing is treated as a straight line without refraction, the proposed method is able to consider refraction through the wall in the penetrated ray path. Hence, it improves the accuracy in ray tracing simulation. To verify the validation of the proposed method, the simulated results of conventional method, approximate method, and proposed method are compared with the measured results. The comparison shows that the proposed method is in better agreement with the measured results than the conventional method and approximate method, especially in high frequency bands.


2014 ◽  
Vol 711 ◽  
pp. 546-549
Author(s):  
Wei Lin ◽  
Wei Hwa Chiang

Taipei Top Church Auditorium is a hall primarily intended for praise and worship. A three dimensional ray tracing computer simulation was used to provide sound energy distribution on the audience area of the hall, realistic design have been performed. The volume of the hall is 24600m3, which is occupied for 2200 people and equipped the hall with acoustical curtains by modifying its acoustical characteristics. Objective measurements of impulse response are reported, and background noise control and noise isolation are also be considered in the design phase. Reinforcement system is conducted to meet all the activity for the acoustical environments.


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