Monte Carlo Radiation Transfer I

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1 Monte Carlo Radiation Transfer I Monte Carlo Photons and interactions Sampling from probability distributions Optical depths, isotropic emission, scattering

2 Monte Carlo Basics Emit energy packet, hereafter a photon Photon travels some distance Something happens Scattering, absorption, re-emission

3 Photon Packets Total luminosity = L each photon packet carries energy E i = L Δt / N, N = number of Monte Carlo photons. MC photon represents N γ real photons, where N γ = E i / hν i MC photon packet moving in direction θ contributes to the specific intensity: I ν = ΔI ν = de ν cosθ dadt dν dω E i cosθ ΔAΔt Δν ΔΩ Energy packet

4 I ν is a distribution function. MC works with discrete energies. Binning the photon packets into directions, frequencies, etc, enables us to simulate a distribution function: Spectrum: bin in frequency Scattering phase function: bin in angle I ν (spectrum) θ (phase function)

5 A dl Photon Interactions Volume = A dl Number density n Cross section σ Energy removed from beam per particle /t / ν / dω= I ν σ Total energy absorbed/scattered from beam /sec = I ν σ n A dl Total energy absorbed/scattered from beam /sec/area = I ν σ n dl

6 Intensity differential over dl is di ν = - I ν n σ dl. Therefore I ν (l) = I ν (0) exp(-n σ l) Fraction scattered or absorbed / length = n σ n σ = volume absorption coefficient = ρ κ Mean free path = 1 / n σ = average dist between interactions Probability of interaction over dl is n σ dl Probability of traveling dl without interaction is 1 n σ dl L N segments of length L / N Probability of traveling L before interacting is P(L) = (1 n σ L / N) (1 n σ L / N) = (1 n σ L / N) N = exp(-n σ L) P(L) = exp(-τ) τ = number of mean free paths over distance L.

7 Probability Distribution Function PDF for photons to travel τ before an interaction is exp(-τ). If we pick τ uniformly over the range 0 to infinity we will not reproduce exp(-τ). Want to pick lots of small τ and fewer large τ. Same with a scattering phase function: want to get the correct number of photons scattered into different directions, N exp(-τ) forward and back scattering, etc. τ

8 Cumulative Distribution Function CDF = Area under PDF = P( x) dx Randomly choose τ, θ, λ, so that PDF is reproduced ξ is a random number uniformly chosen in range [0,1] X ξ = P(x) dx X P(x) d x = 1 a b a This is the fundamental principle behind Monte Carlo techniques and is used to sample randomly from PDFs.

9 e.g., P(θ) = cos θ and we want to map ξ to θ. Choose random θs to fill in P(θ) P(θ) F(ξ) θ i θ ξ i 1 ξ A ξ i θ i 1 = P( θ) dθ = sinθi θi = sin ξi 0 Sample many random θ i in this way and bin them, we will reproduce the curve P(θ) = cos θ.

10 Choosing a Random Optical Depth P(τ) = exp(-τ), i.e., photon travels τ before interaction ξ = τ 0 e τ dτ = 1 e τ τ = log(1 ξ ) Since ξ is in range [0,1], then (1-ξ) is also in range [0,1], so we may write: τ = logξ Physical distance, L, that the photon has traveled from: τ = L 0 nσ ds

11 Random Isotropic Direction Solid angle is dω = sin θ dθ dφ, choose (θ, φ) so they fill in PDFs for θ and φ. P(θ) normalized over [0, π], P(φ) normalized over [0, 2π]: P(θ) = ½ sin θ P(φ) = 1 / 2π Using fundamental principle from above: ξ = ξ = θ P(θ)dθ = φ θ 0 P(φ)dφ = 1 2π 0 sinθ dθ = 1 (1 cosθ) 2 φ 0 dφ = φ 2π θ = φ = cos 1 (2ξ 1) 2π ξ Use this for emitting photons isotropically from a point source, or choosing isotropic scattering direction.

12 Rejection Method Used when we cannot invert the PDF as in the above examples to obtain analytic formulae for random θ, λ, etc. P(x) P max a y 1 x 1 x 2 y 2 b e.g., P(x) can be complex function or tabulated Multiply two random numbers: uniform probability / area Pick x 1 in range [a, b]: x 1 = a + ξ(b - a), calculate P(x 1 ) Pick y 1 in range [0, P max ]: y 1 = ξ P max If y 1 > P(x 1 ), reject x 1. Pick x 2, y 2 until y 2 < P(x 2 ): accept x 2 Efficiency = Area under P(x) x

13 Calculate π by the Rejection Method Pick N random positions (x i, y i ): x i in range [-R, R]: x i = (2ξ - 1) R y i in range [-R, R]: y i = (2ξ - 1) R Reject (x i, y i ) if x i 2 + y i 2 > R 2 Number accepted / N = π R 2 / 4R 2 N A / N = π / 4 2 R FORTRAN 77: Increase accuracy (S/N): large N do i = 1, N x = 2.*ran 1. y = 2.*ran 1. if ( (x*x + y*y).lt. 1. ) NA = NA + 1 end do pi = 4.*NA / N

14 Albedo Photon gets to interaction location at randomly chosen τ, then decide whether it is scattered or absorbed. Use the albedo or scattering probability. Ratio of scattering to total opacity: a = σ S σ + σ S To decide if a photon is scattered: pick a random number in range [0, 1] and scatter if ξ < a, otherwise photon absorbed Now have the tools required to write a Monte Carlo radiation transfer program for isotropic scattering in a constant density slab or sphere A

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