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💦 RF Signal Propagation analysis tool: like SPLAT! but more flexible
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README.md

Splash

SPLAT! is a wonderful tool for RF analysis over terrain. Unfortunately, it only works with a few terrain sources and only uses one core for processing.

Splash is not a rewrite of SPLAT!. It is a different implementation of the idea of SPLAT!, but taking different routes and making different decisions.

Differences

  • Splash only understands metres, and internally, it uses SI units.
  • Splash does not output pretty pictures, but raster GIS data (GeoTIFF).
  • Splash does not use SDF input files, but raster GIS data (GeoTIFF).

Longley-Rice

The algorithm used for modelling propagation is Longley-Rice. Splash contains an implementation that was initially ported from the C++ source but thereafter modified to allow concurrent use. But the best thing about our implementation is that it is entirely documented and brought back to understandable and meaningful names, as well as containing references, descriptions, and explanations.

As such, I believe it is much more approachable than the C++ or FORTRAN versions and that one may not need to refer back to the memos describing the algorithm.

While this tool and library is licensed, its Longley-Rice implementation and associated documentation is released in the Public Domain.

Parallel performance expectations

Using the reimplementation and Rust's capabilities, and taking prior research by Song 2011 and Musselman 2013 into account, Splash expects to be able to perform at least as fast given intervening years' compute advances.

Notably, Song 2011 describes obtaining a 150k point "HD" splat propagation model in less than a second on an nVidia Tesla GPU. Current consumer-grade Intel GPUs are several times more powerful, and gaming-grade GPUs may be orders of magnitude faster. Even an Intel i7-core CPU with symmetric multiprocessing may bring comparable results. Thus, the expectation with Splash is to obtain, at minimum:

  • with GPU: < 500 milliseconds for a full render, or
  • CPU only: < 20 seconds for a full render.

However, unlike Musselman 2013, the goal of Splash is to provide a production-grade parallel ITM implementation: maintainable, extensible, tested.

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