4,013 research outputs found
AROMA: Automatic Generation of Radio Maps for Localization Systems
WLAN localization has become an active research field recently. Due to the
wide WLAN deployment, WLAN localization provides ubiquitous coverage and adds
to the value of the wireless network by providing the location of its users
without using any additional hardware. However, WLAN localization systems
usually require constructing a radio map, which is a major barrier of WLAN
localization systems' deployment. The radio map stores information about the
signal strength from different signal strength streams at selected locations in
the site of interest. Typical construction of a radio map involves measurements
and calibrations making it a tedious and time-consuming operation. In this
paper, we present the AROMA system that automatically constructs accurate
active and passive radio maps for both device-based and device-free WLAN
localization systems. AROMA has three main goals: high accuracy, low
computational requirements, and minimum user overhead. To achieve high
accuracy, AROMA uses 3D ray tracing enhanced with the uniform theory of
diffraction (UTD) to model the electric field behavior and the human shadowing
effect. AROMA also automates a number of routine tasks, such as importing
building models and automatic sampling of the area of interest, to reduce the
user's overhead. Finally, AROMA uses a number of optimization techniques to
reduce the computational requirements. We present our system architecture and
describe the details of its different components that allow AROMA to achieve
its goals. We evaluate AROMA in two different testbeds. Our experiments show
that the predicted signal strength differs from the measurements by a maximum
average absolute error of 3.18 dBm achieving a maximum localization error of
2.44m for both the device-based and device-free cases.Comment: 14 pages, 17 figure
A radiative transfer scheme for cosmological reionization based on a local Eddington tensor
A radiative transfer scheme is presented, based on a moment description of
the equation of radiative transfer and the so-called ``M1 closure model'' for
the Eddington tensor. This model features a strictly hyperbolic transport step
for radiation: it has been implemented using standard Godunov--like techniques
in a new code called ATON. Coupled to simple models of ionization chemistry and
photo-heating, ATON is able to reproduce the results of other schemes on a
various set of standard tests such as the expansion of a HII region, the
shielding of the radiation by dense clumps and cosmological ionization by
multiple sources. Being simple yet robust, such a scheme is intended to be
naturally and easily included in grid--based cosmological fluid solvers.Comment: 14 pages, 13 figures, submitted to MNRA
The Iray Light Transport Simulation and Rendering System
While ray tracing has become increasingly common and path tracing is well
understood by now, a major challenge lies in crafting an easy-to-use and
efficient system implementing these technologies. Following a purely
physically-based paradigm while still allowing for artistic workflows, the Iray
light transport simulation and rendering system allows for rendering complex
scenes by the push of a button and thus makes accurate light transport
simulation widely available. In this document we discuss the challenges and
implementation choices that follow from our primary design decisions,
demonstrating that such a rendering system can be made a practical, scalable,
and efficient real-world application that has been adopted by various companies
across many fields and is in use by many industry professionals today
High-frequency asymptotic compression of dense BEM matrices for general geometries without ray tracing
Wave propagation and scattering problems in acoustics are often solved with
boundary element methods. They lead to a discretization matrix that is
typically dense and large: its size and condition number grow with increasing
frequency. Yet, high frequency scattering problems are intrinsically local in
nature, which is well represented by highly localized rays bouncing around.
Asymptotic methods can be used to reduce the size of the linear system, even
making it frequency independent, by explicitly extracting the oscillatory
properties from the solution using ray tracing or analogous techniques.
However, ray tracing becomes expensive or even intractable in the presence of
(multiple) scattering obstacles with complicated geometries. In this paper, we
start from the same discretization that constructs the fully resolved large and
dense matrix, and achieve asymptotic compression by explicitly localizing the
Green's function instead. This results in a large but sparse matrix, with a
faster associated matrix-vector product and, as numerical experiments indicate,
a much improved condition number. Though an appropriate localisation of the
Green's function also depends on asymptotic information unavailable for general
geometries, we can construct it adaptively in a frequency sweep from small to
large frequencies in a way which automatically takes into account a general
incident wave. We show that the approach is robust with respect to non-convex,
multiple and even near-trapping domains, though the compression rate is clearly
lower in the latter case. Furthermore, in spite of its asymptotic nature, the
method is robust with respect to low-order discretizations such as piecewise
constants, linears or cubics, commonly used in applications. On the other hand,
we do not decrease the total number of degrees of freedom compared to a
conventional classical discretization. The combination of the ...Comment: 24 pages, 13 figure
A Beam Tracing with Precise Antialiasing for Polyhedral Scenes
International audienceRay tracing is one of the most important rendering techniques used in computer graphics. A fundamental problem of classical ray tracers is the well-known aliasing. With small objects, or small shadows, aliasing becomes a crucial problem to solve. Beam tracers can be considered as an extension of classical ray tracers. They replace the concept of infinitesimal ray by that of beam but they are generally more complex than ray tracers. The new method presented in this paper is a high quality beam tracer that provides a robust and general antialiasing for polyhedral scenes. Compared to similar beam tracers, this method has some major advantages: - complex and expensive computations of conventional beam-object intersection are entirely avoided, so an extension to some non polyhedral scenes such as CSG ones is possible; - usual approximations or complex approaches for refraction computations are avoided. Moreover, this method is entirely compatible with the usual improvements of classical ray tracing (spatial subdivisions or hierarchical bounding volumes)
Solving the stationary Liouville equation via a boundary element method
Intensity distributions of linear wave fields are, in the high frequency
limit, often approximated in terms of flow or transport equations in phase
space. Common techniques for solving the flow equations for both time dependent
and stationary problems are ray tracing or level set methods. In the context of
predicting the vibro-acoustic response of complex engineering structures,
reduced ray tracing methods such as Statistical Energy Analysis or variants
thereof have found widespread applications. Starting directly from the
stationary Liouville equation, we develop a boundary element method for solving
the transport equations for complex multi-component structures. The method,
which is an improved version of the Dynamical Energy Analysis technique
introduced recently by the authors, interpolates between standard statistical
energy analysis and full ray tracing, containing both of these methods as
limiting cases. We demonstrate that the method can be used to efficiently deal
with complex large scale problems giving good approximations of the energy
distribution when compared to exact solutions of the underlying wave equation
Lazy visibility evaluation for exact soft shadows
International audienceThis report presents a novel approach to compute high quality and alias-free soft shadows using exact visibility computations. This work relies on a theoritical framework allowing to group lines according to the geometry they intersect. From this study, we derive a new algorithm encoding lazily the visibility from a polygon. Contrary to previous works on from-polygon visibility, our approach is very robust and straightforward to implement. We apply this algorithm to solve exactly and efficiently the visibility of an area light source from any point in a scene. As a consequence, results are not sensitive to noise, contrary to soft shadows methods based on area light source sampling. We demonstrate the reliability of our approach on different scenes and configurations
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