214,026 research outputs found

    ROBAST: Development of a ROOT-Based Ray-Tracing Library for Cosmic-Ray Telescopes and its Applications in the Cherenkov Telescope Array

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    We have developed a non-sequential ray-tracing simulation library, ROOT-based simulator for ray tracing (ROBAST), which is aimed to be widely used in optical simulations of cosmic-ray (CR) and gamma-ray telescopes. The library is written in C++, and fully utilizes the geometry library of the ROOT framework. Despite the importance of optics simulations in CR experiments, no open-source software for ray-tracing simulations that can be widely used in the community has existed. To reduce the dispensable effort needed to develop multiple ray-tracing simulators by different research groups, we have successfully used ROBAST for many years to perform optics simulations for the Cherenkov Telescope Array (CTA). Among the six proposed telescope designs for CTA, ROBAST is currently used for three telescopes: a Schwarzschild-Couder (SC) medium-sized telescope, one of SC small-sized telescopes, and a large-sized telescope (LST). ROBAST is also used for the simulation and development of hexagonal light concentrators proposed for the LST focal plane. Making full use of the ROOT geometry library with additional ROBAST classes, we are able to build the complex optics geometries typically used in CR experiments and ground-based gamma-ray telescopes. We introduce ROBAST and its features developed for CR experiments, and show several successful applications for CTA.Comment: Accepted for publication in Astroparticle Physics. 11 pages, 10 figures, 4 table

    X-ray tracing using Geant4

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    We describe an extension to the Geant4 software package that allows it to be used as a general purpose X-ray tracing package. We demonstrate its use by building a model of the X-ray optics of the XMM-Newton, calculating its effective area, and comparing the results with the published calibration curves.Comment: 9 pages, 5 figures, accepted for publication by NIMA, DOI know

    Hamiltonian and Phase-Space Representation of Spatial Solitons

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    We use Hamiltonian ray tracing and phase-space representation to describe the propagation of a single spatial soliton and soliton collisions in a Kerr nonlinear medium. Hamiltonian ray tracing is applied using the iterative nonlinear beam propagation method, which allows taking both wave effects and Kerr nonlinearity into consideration. Energy evolution within a single spatial soliton and the exchange of energy when two solitons collide are interpreted intuitively by ray trajectories and geometrical shearing of the Wigner distribution functions.Comment: 12 pages, 5 figure

    Computer programs simplify optical system analysis

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    The optical ray-trace computer program performs geometrical ray tracing. The energy-trace program calculates the relative monochromatic flux density on a specific target area. This program uses the ray-trace program as a subroutine to generate a representation of the optical system

    Ray tracing program with options for diffraction gratings

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    Diffraction theory, developed in vectorial form and coded into ray tracing routines, permits tracing rays of any wavelength through surfaces that are plane, spherical, conical, or aspheric polynomial. Ruled diffraction gratings may run in either X-direction or Y-direction, where Z is optical axis

    Study of lower hybrid wave propagation in ionized gas by Hamiltonian theory

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    In order to find an approximate solution to the Vlasov-Maxwell equation system describing the lower hybrid wave propagation in magnetic confined plasmas, the use of the WKB method leads to the ray tracing equations. The Hamiltonian character of the ray tracing equations is investigated analytically and numerically in order to deduce the physical properties of the wave propagating without absorption in the confined plasma. The consequences of the Hamiltonian character of the equations on the travelling wave, in particular, on the evolution of the parallel wavenumber along the propagation path have been accounted and the chaotic diffusion of the timeaveraged parallel wave-number towards higher values has been evaluated. Numerical analysis by means of a Runge-Kutta based algorithm implemented in a ray tracing code supplies the analytical considerations. A numerical tool based on the symplectic integration of the ray trajectories has been developed.Comment: 7 pages, 5 figures, submitted to Po

    A new heuristic geometrical approach for finding non-coplanar multiple edge diffraction ray paths

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    Rooftop diffraction can contribute significantly to the propagation path loss in outdoor microcellular environments. For non-coplanar multiple edges, the finding of exact ray paths requires a complex algebraic analysis that is infeasible for rapid application in deterministic ray tracing models. A new heuristic geometrical approach is reported that finds the ray paths for arbitrary height rooftop diffraction and rooftop-to-building corner diffraction. This method can be applied to any 3-D image based ray tracing model. The accuracy of the new method is first quantified using two specific test cases. The method is then implemented in an existing microcellular ray model and path loss predictions are compared with measured data. The heuristic diffraction approach is shown to be simple to implement and lowers the prediction error when compared with the traditional Vertical Plane diffraction approximatio

    Ray tracing on the MPP

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    Generating graphics to faithfully represent information can be a computationally intensive task. A way of using the Massively Parallel Processor to generate images by ray tracing is presented. This technique uses sort computation, a method of performing generalized routing interspersed with computation on a single-instruction-multiple-data (SIMD) computer

    Massively Parallel Ray Tracing Algorithm Using GPU

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    Ray tracing is a technique for generating an image by tracing the path of light through pixels in an image plane and simulating the effects of high-quality global illumination at a heavy computational cost. Because of the high computation complexity, it can't reach the requirement of real-time rendering. The emergence of many-core architectures, makes it possible to reduce significantly the running time of ray tracing algorithm by employing the powerful ability of floating point computation. In this paper, a new GPU implementation and optimization of the ray tracing to accelerate the rendering process is presented
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