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      Heliostat blocking and shadowing efficiency in the video-game era

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          Abstract

          Blocking and shadowing is one of the key effects in designing and evaluating a thermal central receiver solar tower plant. Therefore it is convenient to develop efficient algorithms to compute the area of an heliostat blocked or shadowed by the rest of the field. In this paper we explore the possibility of using very efficient clipping algorithms developed for the video game and imaging industry to compute the blocking and shadowing efficiency of a solar thermal plant layout. We propose an algorithm valid for arbitrary position, orientation and size of the heliostats. This algorithm turns out to be very accurate, free of assumptions and fast. We show the feasibility of the use of this algorithm to the optimization of a solar plant by studying a couple of examples in detail.

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          CRS4-2: A numerical code for the calculation of the solar power collected in a central receiver system

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            Estimation of percentage useful area of a heliostat when considering shadowing and blocking

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              Strategies in tower solar power plant optimization

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                Author and article information

                Journal
                07 February 2014
                Article
                1402.1690
                6b444651-1e05-4fd8-8b70-d42a3b992cc6

                http://arxiv.org/licenses/nonexclusive-distrib/1.0/

                History
                Custom metadata
                DESY 14-009
                LaTeX. 8 pages, 8 figures
                math.OC cs.GR

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