Abstract
The shooting and bouncing ray tracing method (SBR) has been widely applied for the radio wave propagation prediction in outdoor and indoor scenes. However, it costs a lot of time to implement the calculation when the computational scenes are large and complex. Regarding to the most time-consuming part of the SBR, we run the ray tracing and intersection judgement in the graphics processing units (GPUs). On the other hand, the generation of the rays are completed in the CPU. With the proposed GPU-based SBR method, the computational efficiency is enhanced about 16 times compared with the traditional CPU-based SBR method. Since the proposed method mainly deals with the tracing and intersection, the accuracy is same as the CPU-based method.
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