doktorska disertacija
Andrej Osterman (Author), Matjaž Vidmar (Mentor)

Abstract

Delo opisuje inovativno metodo izračuna vidnosti [61, 62] in Fresnelovih con na digitalnih zemljevidih z uporabo grafično procesnih kartic CUDA NVIDIA. Izdelani so trije vzporedni algoritmi: • modificiran vzporedni algoritem R2 za računanje vidnosti (R2-P), • algoritem za izračun zakrivanj Fresnelovih con (FZC), • algoritem za izračun prečnega preseka Fresnelovih con med oddajnikom in sprejemnikom (FZTI). Na osnovi uveljavljenega sekvenčnega algoritma R2 za računanje vidnosti je razvit modificiran vzporedni algoritem R2-P, ki za pohitritev izračuna poleg večnitenja izkorišča še druge uporabne lastnosti grafične procesne enote. Združen dostop do globalnega pomnilnika pripomore k hitrejšemu pretoku podatkov in s tem k hitrejšemu izračunu. Izmenjava informacij med nitmi v času računanja igra ključno vlogo pri pohitritvi. Izračun vidnosti na poljubno velikih podatkih je omogočeno s segmentacijo digitalnega zemljevida. Modificiran vzporedni algoritem R2 je primerjan z že implementiranimi algoritmi za izračun vidnosti v smislu točnosti izračuna in časa izračuna. Izkaže se, da je novi algoritem enako točen kot že uveljavljeni sekvenčni algoritem R2, hkrati pa omogoča bistveno pohitritev izračuna. Čas izračuna je skrajšan iz reda nekaj minut na red nekaj sekund. To pa v praksi pomeni možnost interaktivnega dela. Pri načrtovanju radijskega pokrivanja je poleg vidnosti zelo uporaben podatek o zakrivanju Fresnelovih con. Pri algoritmu za izračun zakrivanj Fresnelovih con se izbere lokacijo radijskega oddajnika, višino oddajnika, opazovano višino sprejemnika nad terenom in valovno dolžino radijskega valovanja. Algoritem za vsako točko terena izračuna, katera Fresnelova cona je zakrita. Rezultat je digitalni zemljevid z izrisanimi območji zakrivanj Fresnelovih con, kar o radijskem signalu na terenu pove precej več kot izračun vidnosti. Predvsem na področjih, kjer je prva Fresnelova cona povsem zakrita, se v primerjavi z izračunom vidnosti pridobi v praksi zelo uporabna informacija. Algoritem ima tudi možnost upoštevanja rabe tal, kjer se višina terena poveča v odvisnosti od rabe tal (npr. za gozdno površino reda 15 m). Z modifikacijami, kot sta vpeljava Friisove enačbe in upoštevanje smernega diagrama anten, postane algoritem enostaven propagacijski model in tako primeren za izračun radijskega pokrivanja. Izračun radijskega signala se primerja z izmerjenimi vrednostmi na terenu za frekvence 90 Mhz (FM), 800 MHz (LTE) in 1800 MHz (LTE). Za različne vhodne parametre enostavnega propagacijskega modela se izračuna standardna deviacija sprememb med izmerjenimi in izračunanimi vrednostmi in se jih prikaže na grafih. Tako se pridobijo najbolj optimalne vrednosti vhodnih parametrov za vsako frekvenčno področje posebej. Algoritem za izračun prečnega preseka Fresnelovih con med oddajnikom in sprejemnikom izračuna sliko Fresnelovih con, ki predstavlja matematični presek vseh skaliranih prečnih presekov Fresnelovih con vzdolž radijske poti. Rezultat je vizualna slika, ki pokaže lastnosti radijske (linkovske) zveze v smislu zakritja posameznih Fresnelovih con. V praksi bi algoritem najbolj koristil pri načrtovanju radijskih linkov, kjer bi lahko preverili, koliko in kateri del Fresnelovih con manjka zaradi ovir (terena). Vsi trije algoritmi so implementirani kot moduli GRASS GIS in se lahko uporabljajo na vsakem osebnem računalniku, ki ima vgrajeno grafično procesno enoto CUDA NVIDIA in naloženo ustrezno prosto dostopno programsko opremo.

Keywords

računanje vidnosti;Fresnelove cone;radijske predikcije;radijski linki;algoritem R2-P;algoritmi;računanje Frasnelovih con;grafične procesne enote;kontaktni pritisk;disertacije;

Data

Language: Slovenian
Year of publishing:
Typology: 2.08 - Doctoral Dissertation
Organization: UL FE - Faculty of Electrical Engineering
Publisher: [A. Osterman]
UDC: 004.9:004.021(043.3)
COBISS: 11202132 Link will open in a new window
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Other data

Secondary language: English
Secondary title: PARALLEL VISIBILITY AND FRESNEL-ZONES CALCULATION USING GRAPHICS PROCESSING UNITS
Secondary abstract: The work describes an innovative method with which to calculate the visibility [61, 62] and Fresnel zones on digital maps using graphics processing NVIDIA CUDA cards. Three parallel algorithms were formulated: • modified R2 parallel algorithm for calculating visibility (R2-P), • algorithm for calculating Fresnel zone clearance (FZC), • algorithm for calculating Fresnel zone transverse intersection between the transmitter and the receiver (FZTI). The R2 parallel algorithm was developed based on the established R2 sequential algorithm for computing visibility. Aside from threading, other useful features of the graphics processing unit were used to speed up calculation time. Coalesced access to the global memory helps speed up the flow of information and thus also speeds up the calculation. Exchange of information between threads during computation plays a key role in the speedup. The segmentation of the digital map enables the calculation of visibility for huge data sets. The modified parallel R2 algorithm was compared with the already implemented algorithms for the viewshed calculation in term of accuracy and duration of the calculation. It turned out that the new algorithm R2-P had the same accuracy as the already established sequential algorithm R2, although the former also makes it possible to significantly speed up the calculation. Calculation time is reduced from the order of a few minutes to the order of a couple of seconds. This, in practice, means that there is a possibility of interactive work. In addition to the viewshed, Fresnel zone clearance is very useful for planning the radio coverage. Algorithm FZC starts with the location of the radio transmitter, the height of the transmitter, the receiver observation height above terrain, and the wavelength of the radio waves. The algorithm for each point of the terrain calculates the first clear Fresnel zone. The result is a digital map with the plotted areas of Fresnel zone clearance. This map provides better information about the radio signal than just a calculation of the viewshed. Indeed areas where the first Fresnel zone is completely obscured are particularly good for providing very useful information. The algorithm also has the ability to take into account land use, where the height of the terrain is raised as a function of land use (eg. For the forest area, raising can be 15 m). With modifications, such as the introduction of the Friis transmission equation and consideration of the radiation pattern, the algorithm becomes a simple radio propagation model and thus is suitable for the calculation of radio coverage. Calculation of the radio propagation is compared with the measured values on a field for frequencies of 90 MHz (FM), 800 MHz (LTE) and 1800 MHz (LTE). For a variety of input parameters, the standard deviation of changes between the field measurements and calculated propagation is presented in graphs. In this way, the optimal values of the input parameters for each frequency band can be obtained. The algorithm for calculating Fresnel zone transverse intersection between the transmitter and the receiver produces an image of Fresnel zones, which represents the mathematical section of all scale cross-sectional Fresnel zones along the transmission path. The result is a visual image that shows the characteristics of the radio link in terms of masking individual Fresnel zones. In practice, the algorithm is most useful in the design of radio links, where man can check how much and which part of the Fresnel zone is missing due to terrain obstacles. All three algorithms were implemented as GRASS GIS modules and can be used on any PC with an integrated GPU NVIDIA CUDA and loaded with the appropriate free-access software.
Secondary keywords: viewshed;Fresnel zones;radio prediction;radio link;CUDA;GPU;parallel computing;GRASS GIS;
Type (COBISS): Doctoral dissertation
Study programme: 1000319
Embargo end date (OpenAIRE): 1970-01-01
Thesis comment: Univ. v Ljubljani, Fak. za elektrotehniko
Pages: X, 163 str.
ID: 9064032