16 research outputs found

    Path-tracing Monte Carlo Library for 3D Radiative Transfer in Highly Resolved Cloudy Atmospheres

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    Interactions between clouds and radiation are at the root of many difficulties in numerically predicting future weather and climate and in retrieving the state of the atmosphere from remote sensing observations. The large range of issues related to these interactions, and in particular to three-dimensional interactions, motivated the development of accurate radiative tools able to compute all types of radiative metrics, from monochromatic, local and directional observables, to integrated energetic quantities. In the continuity of this community effort, we propose here an open-source library for general use in Monte Carlo algorithms. This library is devoted to the acceleration of path-tracing in complex data, typically high-resolution large-domain grounds and clouds. The main algorithmic advances embedded in the library are those related to the construction and traversal of hierarchical grids accelerating the tracing of paths through heterogeneous fields in null-collision (maximum cross-section) algorithms. We show that with these hierarchical grids, the computing time is only weakly sensitivive to the refinement of the volumetric data. The library is tested with a rendering algorithm that produces synthetic images of cloud radiances. Two other examples are given as illustrations, that are respectively used to analyse the transmission of solar radiation under a cloud together with its sensitivity to an optical parameter, and to assess a parametrization of 3D radiative effects of clouds.Comment: Submitted to JAMES, revised and submitted again (this is v2

    Thermique non-linéaire et Monte-Carlo

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    The work presented adresses the numerical simulation of coupled-heat transfer problems in the presence of four standard non-linear sources: temperature at power 4 in radiation and conductivity, heat capacity and convective exchange coefficient, all of the three functions of temperature. Our specificity is the use of a Monte Carlo method that preserves a set of strong points in the algorithms used for linearization, most notably for the ability to compute probes in complex geometry. We begin with a synthesis of the statistical reformulation of the justifying models, within the linear framework, with a randomized reading of the conducto-convecto-radiative coupling which will be the starting point of our proposal. We then group our 4 non-linear questions in the same formal framework, built on transportation physics, in order to exploit the results of a recent revisiting of zero-collision algorithms. The resulting branch algorithms face computational difficulties: the number of branches increases very strongly at low Knudsen numbers. We then propose a workaround strategy that ensures a limitation of the number of branches via a hierarchical rewriting inspired by Picard’s method.Les travaux présentés concernent la simulation numérique de problèmes couplés en transfert thermique en présence de quatre sources de non-linéarité tout-à-fait standard~: la température à la puissance quatre en rayonnement et la conductivité, la capacité calorifique et le coefficient d'échange convectif tous trois fonctions de la température. Notre spécificité est l'utilisation d'une méthode de Monte Carlo qui préserve un ensemble de points forts des algorithmes utilisés pour le linéaire, notamment la capacité au calcul sonde en géométrie complexe. Nous commençons par une synthèse des travaux de reformulation statistique des modèles justifiant, dans le cadre linéaire, une lecture en marche aléatoire du couplage conducto-convecto-radiatif qui sera le point de départ de notre proposition. Nous regroupons ensuite nos quatre questions non-linéaires dans un même cadre formel, construit sur la physique du transport, de façon à exploiter les résultats d'une revisite récente des algorithmes à collisions nulles. Les algorithmes branchants qui en résultent se heurtent à des difficultés calculatoires : le nombre de branches augmente très fortement aux faibles nombres de Knudsen. Nous proposons alors une stratégie de contournement qui assure une limitation du nombre de branches via une ré-écriture hiérarchique inspirée de la méthode de Picard

    Timing the spinal cord development with neural progenitor cells losing their proliferative capacity: a theoretical analysis

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    International audienceIn the developing neural tube in chicken and mammals, neural stem cells proliferate and differentiate according to a stereotyped spatiotemporal pattern. Several actors have been identified in the control of this process, from tissue-scale morphogens patterning to intrinsic determinants in neural progenitor cells. In a previous study (Bonnet et al. eLife 7, 2018), we have shown that the CDC25B phosphatase promotes the transition from proliferation to differentiation by stimulating neurogenic divisions, suggesting that it acts as a maturating factor for neural progenitors. In this previous study, we set up a mathematical model linking fixed progenitor modes of division to the dynamics of progenitors and differentiated populations. Here, we extend this model over time to propose a complete dynamical picture of this process. We start from the standard paradigm that progenitors are homogeneous and can perform any type of divisions (proliferative division yielding two progenitors, asymmetric neurogenic divisions yielding one progenitor and one neuron, and terminal symmetric divisions yielding two neurons). We calibrate this model using data published by Saade et al. (Cell Reports 4, 2013) about mode of divisions and population dynamics of progenitors/neurons at different developmental stages. Next, we explore the scenarios in which the progenitor population is actually split into two different pools, one of which is composed of cells that have lost the capacity to perform proliferative divisions. The scenario in which asymmetric neurogenic division would induce such a loss of proliferative capacity appears very relevant

    Three viewpoints on null-collision Monte Carlo algorithms

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    International audienceIn 2013, Galtier et al. [1] have revisited theoretically a numerical trick that had been used since the very beginning of linear-transport Monte-Carlo simulation: introducing virtual absorbers or scatterers into a heterogeneous field to make it "look" homogeneous. Webriefly describe some reported and ongoing researches that were initiated by this theoretical work and we try to classify them by proposing three alternative viewpoints on the very same null-collision concept

    Path-tracing Monte Carlo Libraries for 3D Radiative Transfer in Cloudy Atmospheres

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    Interactions between clouds and radiation are at the root of many difficulties in numeri-cally predicting future weather and climate and in retrieving the state of the atmospherefrom remote sensing observations. The large range of issues related to these interactions,and in particular to three-dimensional interactions, motivated the development of accurateradiative tools able to compute all types of radiative metrics, from monochromatic, localand directional observables, to integrated energetic quantities. In the continuity of thiscommunity effort, we propose here an open-source library for general use in Monte Carloalgorithms. This library is devoted to the acceleration of path-tracing in complex data,typically high-resolution large-domain grounds and clouds. The main algorithmic advancesembedded in the library are those related to the construction and traversal of hierarchicalgrids accelerating the tracing of paths through heterogeneous fields in null-collision (maxi-mum cross-section) algorithms. We show that with these hierarchical grids, the computingtime is only weakly sensitivive to the refinement of the volumetric data. The library is testedwith a rendering algorithm that produces synthetic images of cloud radiances. Two otherexamples are given as illustrations, that are respectively used to analyse the transmissionof solar radiation under a cloud together with its sensitivity to an optical parameter, andto assess a parametrization of 3D radiative effects of clouds

    Advection, diffusion and linear transport in a single path-sampling Monte-Carlo algorithm : getting insensitive to geometrical refinement

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    We address the question of numerically simulating the coupling of diffusion, advection and one-speed linear transport with the specific objective of handling increases of the amount, the geometrical refinement and the accuracy level of input data. The computer graphics research community has succeeded in designing Monte Carlo algorithms simulating linear radiation transport in physically realistic scenes with numerical costs that are insensitive to geometrical refinement: adding more details to the scene description does not affect the computation time. The corresponding benefits in terms of engineering flexibility are already fully integrated in the cinema industry and are gradually inherited by the video game industry. We show here that the same insensitivity to the complexity of the geometrical description can also be achieved when considering one-speed linear transport not only alone but coupled with diffusion and advection. Pure linear-transport paths are replaced with advection-diffusion/linear-transport paths constituted of subpaths, each representing one of the three physical phenomena in a recursive manner. Illustration is made with a porous medium involving up to 10000 pores, the computation time being strictly independent of the number of pores

    Advection, diffusion and linear transport in a single path-sampling Monte-Carlo algorithm : getting insensitive to geometrical refinement

    No full text
    We address the question of numerically simulating the coupling of diffusion, advection and one-speed linear transport with the specific objective of handling increases of the amount, the geometrical refinement and the accuracy level of input data. The computer graphics research community has succeeded in designing Monte Carlo algorithms simulating linear radiation transport in physically realistic scenes with numerical costs that are insensitive to geometrical refinement: adding more details to the scene description does not affect the computation time. The corresponding benefits in terms of engineering flexibility are already fully integrated in the cinema industry and are gradually inherited by the video game industry. We show here that the same insensitivity to the complexity of the geometrical description can also be achieved when considering one-speed linear transport not only alone but coupled with diffusion and advection. Pure linear-transport paths are replaced with advection-diffusion/linear-transport paths constituted of subpaths, each representing one of the three physical phenomena in a recursive manner. Illustration is made with a porous medium involving up to 10000 pores, the computation time being strictly independent of the number of pores
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