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EM.Terrano

9 bytes added, 15:17, 10 June 2013
/* The SBR Method */
A new reflected ray is generated at the specular point, which starts traveling and bouncing around in the scene. If the obstructing surface is penetrable, a second transmitted ray is generated and added to the scene. If the ray hits the edge of an obstacle, it is diffracted from that edge. This leads to the creation of a cone of new rays, which greatly complicate the computational problem. The Uniform Theory of Diffraction (UTD) is used to calculate the wedge diffraction coefficients at the edges of scattering blocks. Note that reflection, transmission and diffraction coefficients are all dependent on the polarization of the incident plane wave.
A receiver may receive a large number of rays: direct line-of-sight rays from the transmitter, rays reflected or diffracted off the ground or terrain, rays reflected or diffracted from buildings or rays transmitted through buildings. Each received ray is characterized by its power, delay and angles of arrival, which are the spherical coordinate angles ? θ and f φ of the incoming ray. The actual signal received and detected by the receiver is the superposition of all these rays with different power levels and different time delays. Most of the time, you will be interested in the coverage map of an area, which shows how much power is received by a grid of receivers spread over the area from a given fixed transmitter.
=== Ray Reflection & Transmission ===
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