Delay spread estimation using a game engine ray based model in indoor scenario at 5 GHz
In this paper we show the results of a simulation of channel parameters using a Game Engine Ray based tool, developed by our group, which has been evolving during last few years. We show simulation results and compare it with a set of measurements for an indoor scenario, in the band of 5.4 GHz. We f...
- Autores:
-
Navarro, Andrés
Guevara, Dinael
Escalante, Diego
Vargas, José
Gómez, Jorge
Cardona, Narcis
Gimenez, Jordi
- Tipo de recurso:
- Article of journal
- Fecha de publicación:
- 2016
- Institución:
- Universidad Francisco de Paula Santander
- Repositorio:
- Repositorio Digital UFPS
- Idioma:
- eng
- OAI Identifier:
- oai:repositorio.ufps.edu.co:ufps/916
- Acceso en línea:
- http://repositorio.ufps.edu.co/handle/ufps/916
- Palabra clave:
- ray launching
game engine
channel estimation
delay spread
- Rights
- openAccess
- License
- ©2006-2016 Asian Research Publishing Network (ARPN). All rights reserved.
Summary: | In this paper we show the results of a simulation of channel parameters using a Game Engine Ray based tool, developed by our group, which has been evolving during last few years. We show simulation results and compare it with a set of measurements for an indoor scenario, in the band of 5.4 GHz. We found a good match between the rays based tool and measurements for Delay Spread. Also, we show the use of an Open Source 3D modelling tool for the scenario building, showing the flexibility of the XML description language for this kind of scenarios. |
---|