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Annual Report 2010 - Fachgruppe Informatik an der RWTH Aachen ...

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Efficient Rasterization for Outdoor Radio Wave Propagation<br />

Arne Schmitz, Tobias Rick*, Thomas Karolski, Torsten Kuhlen*, Leif Kobbelt<br />

(* Virtual Reality Group)<br />

Conventional beam tracing c<strong>an</strong> be used for solving global illumination problems. It is <strong>an</strong><br />

efficient algorithm, <strong>an</strong>d performs very well when implemented on the GPU. This allows us to<br />

apply the algorithm in a novel way to the problem of radio wave propagation. The simulation<br />

of radio waves is conceptually <strong>an</strong>alogous to the<br />

problem of light tr<strong>an</strong>sport. We use a custom,<br />

parallel rasterization pipeline for creation <strong>an</strong>d<br />

evaluation of the beams. We implement a subset of<br />

a st<strong>an</strong>dard 3D rasterization pipeline entirely on the<br />

GPU, supporting 2D <strong>an</strong>d 3D framebuffers for<br />

output. Our algorithm c<strong>an</strong> provide a detailed<br />

description of complex radio ch<strong>an</strong>nel characteristics<br />

like propagation losses <strong>an</strong>d the spread of arriving<br />

signals over time (delay spread). Those are essential<br />

for the pl<strong>an</strong>ning of communication systems required<br />

by mobile network operators.<br />

Our approach rapidly <strong>an</strong>d accurately computes two<br />

import<strong>an</strong>t aspects of radio wave propagation at<br />

arbitrary points in the scene: the average field<br />

strength <strong>an</strong>d a delay spread histogram. The algorithm consists of two parts: First, it builds a<br />

beam hierarchy that describes the propagation of the electromagnetic radiation, <strong>an</strong>d second it<br />

evaluates the radio field properties based on this beam hierarchy. The tracing algorithm relies<br />

on a small ren<strong>der</strong>ing pipeline similar to OpenGL, but implemented in CUDA, to determine<br />

the split positions inside of each beam. For efficiency, unnecessary geometry is clipped away<br />

by the use of a quadtree that is intersected with the beam.<br />

For validation, we compare our simulation results with measurements from a real world<br />

network. This c<strong>an</strong> be done by educated guesses, or by using sparse measurements <strong>an</strong>d our<br />

optimization framework. Not using either will lead to wrong results. Furthermore, we account<br />

for characteristics of different propagation environments <strong>an</strong>d estimate the influence of<br />

unknown components like traffic or vegetation by adapting model parameters to<br />

measurements. For <strong>an</strong>y simulation method, a way of setting the simulation parameters needs<br />

to be used to provide sensible results. The adv<strong>an</strong>tage of our method is that measurements lead<br />

to more correct results <strong>an</strong>d the computed parameters are valid for different variations of a<br />

scenario.<br />

286

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