Set operations on polyhedra using binary space partitioning trees
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
A beam tracing approach to acoustic modeling for interactive virtual environments
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Modeling acoustics in virtual environments using the uniform theory of diffraction
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Fast Computational Techniques for Indoor Radio Channel Estimation
Computing in Science and Engineering
Interactive sound rendering in complex and dynamic scenes using frustum tracing
IEEE Transactions on Visualization and Computer Graphics
The Horus location determination system
Wireless Networks
ACM SIGGRAPH 2009 Courses
Acoustic Rendering and Auditory–Visual Cross-Modal Perception and Interaction
Computer Graphics Forum
Simulation of radio wave propagation by beam tracing
EG PGV'09 Proceedings of the 9th Eurographics conference on Parallel Graphics and Visualization
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We present a system for efficient prediction of RF power distribution in site specific environments using a variation of ray tracing, which we called ray-beam tracing. The simulation results were validated against measured data for a number of large environments with good statistical correlation between the two. We represent geometric environments in full 3D which facilitates rooftop deployment along with any other 3D locations. We use broadcast mode of propagation, whose cost increases more slowly with an increase in the number of receiving bins. The scheme works well both for indoor and outdoor environments. Simple ray tracing has a major disadvantage in that adjacent rays from a transmitter diverge greatly after large path lengths due to multiple reflections, such that arbitrarily large geometric entities could fall in between these rays. This results in a sampling error problem. The error increases arbitrarily as the incident angle approaches $90^\circ $. The problem is addressed by introducing the notion of beams while retaining the simplicity of rays for intersection calculations. A beam is adaptively split into child beams to limit the error. A major challenge for computational efficiency is to quickly determine the closest ray-surface intersection. We achieve this by using partitioning trees which allows representation of arbitrarily oriented polygonal environments. We also use partitioning trees for our full 3D interactive visualization along with interactive placement of transmitters, receiving bins, and querying of power.