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Mythbusters Fan Club Forum  |  Show Discussion Section  |  Show Ideas (Moderators: mishabear, Mycroft, thetroll)  |  Topic: How to beat police radar by modifying your car... 0 Members and 1 Guest are viewing this topic. « previous next »
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Author Topic: How to beat police radar by modifying your car...  (Read 1031 times)
Typical_08
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« Reply #15 on: September 03, 2007, 05:13:24 PM »

How about building it on something like this?
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Wolfyhound
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« Reply #16 on: September 03, 2007, 08:52:30 PM »

Yeah, because we all know they don't have like... a budget or anything to keep to.
I'd guess, beat-up second hand running 3 wheelers.
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drbuzz0
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« Reply #17 on: September 03, 2007, 10:27:58 PM »

Also, one little thing. The myth they tested was that an average American car  could beat the camera. NOT a multimillion dollar stealth car. That is what TOP GEAR seemed to miss (average), that and scientific method.

It's made of sheetmetal and screen door mesh.

In any case, I'm working on a model at some point.   Right now I'm doing it on the computer.   I'm using a raytracing light renderer to test it.   Basically the math and theory is actually the same.  I'm making the model in cad and then using a renderer which illuminates it with a very narrow beam of non-diffusing light.   If the beam is reflected away it would do the same with any electromagnetic radiation.   It's going to take some time to get all the dimensons right
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Mycroft
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« Reply #18 on: September 04, 2007, 06:50:33 AM »

If the beam is reflected away it would do the same with any electromagnetic radiation.   It's going to take some time to get all the dimensons right

As someone very familiar with raytracing, the goal with your design is to generate an essentially black object in your final image with zero or near to zero visibility using the rays projected from the eye point (or camera point depending on your rendering engine).  Make sure to "spray" the rays from a single light point, no ambient and do it with a horizontal surface under the vehicle simulating the road surface. If you don't do this last item, rays that bounce up to hit the car would be negated and may be an additional source for a return path to the eyepoint.  Also, make sure you put at least a portion of a bottom surface on the vehicle as there will be some interaction between the road surface and the gap between the road and the vehicle itself.  I've seen anomalies appear in a rendered image when this part of the design isn't properly covered by a polygon or other surface type.

One thought... if you are familiar with radiosity raytracing, a "trick" you could use is to paint your 3D image an odd color like magenta and see if you get any magenta in the final image of the car.  This _could_ simulate a doppler shift as I recall reading that radiosity works a lot like doppler ("colors" the return ray from the object if any").  I'll have to ask the senior developer of our rendering software this question.

In case you couldn't tell, I work for the vendor that sells MicroStation, the best darned computer aided engineering software on the market.  We even have a patented rendering technology called Particle tracing that better simulates lighting sources than anything else on the planet... period.

--Mycroft

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Typical_08
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« Reply #19 on: September 04, 2007, 09:38:57 AM »

Yeah, because we all know they don't have like... a budget or anything to keep to.
I'd guess, beat-up second hand running 3 wheelers.

Yeah that is true. Back before I joined the Corps I worked as a welder in a second rate sweat shop. One of the guys I worked with built his own trikes. He said that after cost of parts he was generally able to build one for about 6 grand. I doubt that I can get a hold of him. But I may be able to get a hold of the prints he used.

But, it would, as we all know, be easier for them to simply get their hands on an existing trike.

I am sure that Tory's biker friends could get their hands on one.
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RogueSpidor
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« Reply #20 on: September 30, 2007, 03:26:08 AM »

I found this link, and it seemed relevant.
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