Changes

EM.Terrano

0 bytes added, 21:33, 23 July 2015
/* Building a Propagation Scene */
* '''[[Block_Types#Impenetrable_Surfaces_for_Outdoor_Scenes|Impenetrable Surfaces]]''': feature reflection and diffraction of impinging rays. Rays hit the facets of this type of blocks and bounce back, but they do not penetrate the object. It is assumed that the interior of such blocks or buildings are highly absorptive.
* '''[[Block_Types#Penetrable_Surfaces_for_Indoor_Scenes|Penetrable Surfaces]]''': feature reflection, transmission and diffraction of impinging rays. These blocks represent thin surfaces that are used to model the exterior and interior walls of buildings. Rays reflect off the surface of penetrable surfaces and diffract off their edges. They also penetrate the thin surface and continue their path in the free space on the other side of the wall.
* '''[[Block_Types#Penetrable_Volumes|Penetrable Volumes]]''': feature reflection, transmission and diffraction of impinging rays. These blocks are used to model propagation inside general material media or special environments such as fog, rain and vegetation.
* '''[[Block_Types#Terrain_Surfaces_vs._Global_Ground|Terrain Surfaces]]''': feature reflection and optional diffraction of impinging rays. These blocks are used to provide one or more impenetrable, ground surfaces for the propagation scene. Rays simply bounce off terrain objects.
* '''[[Block_Types#Penetrable_Volumes|Penetrable Volumes]]''': feature reflection, transmission and diffraction of impinging rays. These blocks are used to model propagation inside general material media or special environments such as fog, rain and vegetation.
* '''[[#Defining_Base_Point_Sets|Base Points]]''': are used to locate a single transmitter or receiver or arrays of transmitters or receivers in the scene.
28,333
edits