{"title":"Efficient signature estimations in an advanced graphics environment","authors":"R. Shepherd, T. D. Olson, C. Liang","doi":"10.1109/APS.1992.221757","DOIUrl":null,"url":null,"abstract":"Summary form only given. An advanced technique has been developed for the computation of physical optics backscattering from large, complex targets over multiple frequency bands with unprecedented speed. It takes full advantage of the power of the present (and future) high-performance graphics engines for surface rendering and shadowing. This method has been implemented with a first-generation code labeled VISAGE (Visual Investigation of Scattering in an Advanced Graphics Environment) on the Silicon Graphics Iris 4D series workstations. The computation throughput has been shown to be essentially independent of the target complexity and the desired number of frequencies. In addition, geometrical shadowing of target components is automatically handled.<<ETX>>","PeriodicalId":289865,"journal":{"name":"IEEE Antennas and Propagation Society International Symposium 1992 Digest","volume":"314 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1992-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Antennas and Propagation Society International Symposium 1992 Digest","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/APS.1992.221757","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
Abstract
Summary form only given. An advanced technique has been developed for the computation of physical optics backscattering from large, complex targets over multiple frequency bands with unprecedented speed. It takes full advantage of the power of the present (and future) high-performance graphics engines for surface rendering and shadowing. This method has been implemented with a first-generation code labeled VISAGE (Visual Investigation of Scattering in an Advanced Graphics Environment) on the Silicon Graphics Iris 4D series workstations. The computation throughput has been shown to be essentially independent of the target complexity and the desired number of frequencies. In addition, geometrical shadowing of target components is automatically handled.<>