WinProp - Indoor Databases

Click to enlarge
3D vector data of a typical office building with multiple floors
Especially in indoor scenarios an accurate description of the walls and objects inside the building is very important. WinProp supports different types of 2D or 3D databases for indoor scenarios:
  • vector databases
  • pixel databases
  • combined pixel/vector databases
The main features of WinProp's 3D vector databases are:
  • Number of objects only limited by the RAM
  • All objects are planar with polygonal shape
  • Arbitrary number of corners in polygons can be converted
  • Individual characterization of material properties for each object possible
  • Default material properties available for objects
  • Multiple subdivisions (e.g. doors, windows,... ) in objects possible.
  • Each subdivision with individual material properties
  • Non-deterministic objects to describe furniture or non-stationary objects (e.g. persons,...)
The availability of 3D vector databases is very often a problem for the simulation of the wave propagation in indoor scenarios.

However, drawings of the different floors inside the buildings are available for nearly all buildings and could be scanned easily. But how to work with these (scanned) bitmaps in a simulation tool?

If only a scanned bitmap and not a vector database of the building is available, the vector data can be generated based on the bitmap with one of the two approaches:
  • manual generation of the vector data with CAD tools (e.g. WallMan) and the bitmap used as background image
  • conversion of bitmaps to vector data with converters
Both approaches are available in various CAD tools (e.g. WallMan) and lead to accurate results but are time-consuming.

Click to enlarge
3D vector data of a typical office buildingwith multiple floors
WallMan offers the possibility to define areas with non-deterministic objects in the database. These areas can be defined to describe the shadowing in a statistical sense. The propagation paths inside these areas (polygonal cylinders) get a higher attenuation depending on the length of the path inside the object (and the type of object).

Altair Japanのメールマガジン