Fig 1.
The propagation path of rays in a homogeneous medium.
Fig 2.
Relationship of OptiX programs.
The green boxes represent fixed algorithms provided by the OptiX; the gray boxes represent user-specified programs.
Fig 3.
The neighboring triangles of hit point P.
Fig 4.
Flowchart of the proposed method.
Fig 5.
Test case of multi-object model.
Table 1.
The ray tracing performance of different graphics cards.
Fig 6.
The ray tracing performance of different algorithms.
(Panel A), the relationship between the simulation time and the number of rays under different number of reflections for the ray tracing method based on kd-tree and the ray tracing method based on OptiX. (Panel B) the performance of the OptiX-based method under different number of reflections.
Fig 7.
The RCS results of our method and MLFMM algorithm.
(Panel A), our method without normal vectors correction. (Panel B) our method with normal vectors correction.
Table 2.
The coordinates of each hit point under multiple reflections.
Table 3.
The calculating time of monostatic RCS simulations of different objects at f = 10 GHz.