Geoscience Reference
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6.2 Simulation of Sound Propagation
Fig. 12 traces back to a research project dedicated to the simulation of
sound propagation in cities. The algorithm is based on ray tracing methods
and models the emission of sources within a small section of the above
mentioned area. This application focuses on a simulation of the spatial
distribution of rays and presets default emission input values, such as
number of rays and power of the source. We derive geometric shape of
sound, sound source, and linear sound energy as relevant acoustic
parameters. We utilize line segments to describe the distribution of sound.
Instead, we use dashed lines to illustrate the scattering at building façades.
As this application implements source placeholders, we apply the color
hue of traffic emitters to map the sources. We consider a perceptually-
linear variation of saturation that emanates from absolute values, i.e., a
range from 100 % to 0 % saturation. It is possible to adjust the variation
range when concrete input and output data are valuable. We decrease
transparencies of the color-coded rays to match the resulting energy value
of the reflected sound due to absorption. Transparency allows for graphical
superpositioning of emitted sound energies to detect sound intensities at
specific receiver locations. Beyond that, the change of opacity of the color
hue meets the absorption coefficient of the reflecting material.
Figure 12: Map depicts distribution of rays and varies color hue according to their sound
energy
 
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