In ray-tracing simulations one is faced with a complexity at points of intersection between rays and objects. How to handle the reflection, should it be specular or scattered. In this post we consider the two extreme cases; pure reflection vs scattering.
For this we consider that in the case of specular reflection the power of the ray is reduced by 3dB (that is R=0.5) and the ray continues as it would if there was no interaction with the object (off course direction would be changed with angle of reflection being equal of incidence).
In the case of scattered ray we assume that the point of interaction between the ray and the object is a point source from where the rays are regenerated. Therefore there is a rapid drop in the E-field strength as the ray propagates away from the point of interaction.
The simulation code above considers that a ray travels unobstructed for 100 m and at this point comes in contact with an object and is reflected (reflection coefficient of 0.5 is assumed) or scattered. The ray then again travels for another 100 m without coming in contact with an object.
It is observed that there is a rapid decrease in E-field strength of the scattered ray beyond 100 m. This is because the E-field strength at the point of interaction is much lower than that at the source and when this is considered to be a point source, re-generating the rays, the resulting E-field decays quite rapidly.
We assume that the reflection is specular in most of our simulations as this is closer to reality than assuming a fully scattered ray.
Finding the point of intersection of two lines has many important application such as in Ray-Tracing Simulation. Two lines always intersect at some point unless they are absolutely parallel, like the rails of a railway track. We start with writing the equations of the two lines in slope-intercept form.
Here m1 and m2 are the slopes of the two lines and b1 and b2 are their y-intercepts. At the point of intesection y1=y2, so we have.
But at the point of intersection x1=x2 as well, so replacing x1 and x2 with x we have.
Once the x-component of the point of intersection is found we can easily find the y-component by substituting x in any of the two line equations above.
In future posts we would like to discuss the cases of intersection of two surfaces and the intersection of two volumes.
Eclipse 1.0 – A Paradigm Shift in RF Planning
NEW: Simulation of a Moving Transmitter (such as a car)
NEW: Simulation of a Moving Transmitter (such as a pedestrian)
Radio frequency planning is an essential component of network planning, roll-out, up-gradation, expansion etc. Several methods can be adopted for this from something as simple as free space models, empirical path loss models to the significantly more complicated, time consuming and expensive drive testing. Drive testing gives very accurate results but these results can be rendered useless by changing the position of an antenna or the tilt or transmit power of an antenna requiring another run in the field. One solution to this problem is ray-tracing which is very accurate but is usually considered to be very computationally expensive and of little practical value. But recent advances in computational power of machines coupled with efficient techniques have given a new lease of life to this method.
Eclipse is a near real-time simulation software for prediction of signal strength in urban areas. The software uses shooting and bouncing ray (SBR) method of ray tracing with 1 degree ray separation, 1 m step size and 9 interactions per ray path. The simulation parameters can be varied according to the resolution required. The code is highly optimized to give results in shortest possible time. It is especially useful for network planning of ultra-dense wireless networks where a dense network of antennas is placed on lamp posts instead of telecom towers. Various frequency bands can be simulated, along with different antenna radiation patterns and MIMO configurations.
Note: If you would like to run a test simulation send us a request at email@example.com