Discrete Environment-Driven GPU-Based Ray Launching: Validation and Applications

In this work, the Discrete, Environment-Driven Ray Launching (DED-RL) algorithm, which makes use of parallelization on Graphic Processing Units, fully described in a previous paper, has been validated versus a large set of measurements to evaluate its performance in terms of both computational effic...

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Bibliographic Details
Main Authors: Enrico M. Vitucci, Jonathan S. Lu, Scot Gordon, Jian Jet Zhu, Vittorio Degli-Esposti
Format: article
Language:EN
Published: MDPI AG 2021
Subjects:
GPU
Online Access:https://doaj.org/article/40ceb9e9943748b8bb9c6dd42d76690f
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Summary:In this work, the Discrete, Environment-Driven Ray Launching (DED-RL) algorithm, which makes use of parallelization on Graphic Processing Units, fully described in a previous paper, has been validated versus a large set of measurements to evaluate its performance in terms of both computational efficiency and accuracy. Three major urban areas have been considered, including a very challenging scenario in central San Francisco that was used as a benchmark to test an image-ray tracing algorithm in a previous work. Results show that DED-RL is as accurate as ray tracing, despite the much lower computation time, reduced by more than three orders of magnitude with respect to ray tracing. Moreover, the accuracy level only marginally depends on discretization pixel size, at least for the considered pixel size range. The unprecedented computational efficiency of DED-RL opens the way to numerous applications, ranging from RF coverage optimization of drone-aided cellular networks to efficient fingerprinting localization applications, as briefly discussed in the paper.