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Basic Principles of SBR Ray Tracing

43 bytes added, 21:19, 23 July 2018
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== Physics-Based Propagation Channel Modeling ==
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 &theta; and &phi; 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 in the Free Space and Inside Material Media ==
The incident, reflected and transmitted rays are each characterized by a triplet of unit vectors:
:<math> \mathbf{ \hat{u}_{\|} = \hat{u}_{\perp} \times \hat{k} } </math>
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The reflected unit vectors are found as:
:<math> \mathbf{ \hat{u}_{\|}' = \hat{u}_{\perp}' \times \hat{k}' } </math>
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The transmitted unit vectors are found as:
:<math> \mathbf{ \hat{u}_{\|}^{\prime\prime} = \hat{u}_{\perp}^{\prime\prime} \times \hat{k}^{\prime\prime} } </math>
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where
:<math> \sin\theta^{\prime\prime} = \frac{k_1}{k_2}\sin\theta \text{ if } \sin\theta \le k_2/k_1</math>
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The reflection coefficients at the interface are calculated for the two parallel and perpendicular polarizations as:
:<math> R_{\perp} = \frac { \eta_2(\mathbf{ \hat{k} \cdot \hat{n} }) - \eta_1(\mathbf{ \hat{k}^{\prime\prime} \cdot \hat{n} }) } { \eta_2(\mathbf{ \hat{k} \cdot \hat{n} }) + \eta_1(\mathbf{ \hat{k}^{\prime\prime} \cdot \hat{n} }) } = \frac{\eta_2 / \cos\theta^{\prime\prime} - \eta_1 / \cos\theta} {\eta_2 / \cos\theta^{\prime\prime} + \eta_1 / \cos\theta} = \frac{Z_{2\perp} - Z_{1\perp}} {Z_{2\perp} + Z_{1\perp}} </math>
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== Penetration through Thin Walls or Surfaces ==
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