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Modeling photon propagation with Monte Carlo methods is a flexible yet rigorous approach to simulate photon transport. In the method, local rules of photon transport are expressed as probability distributions which describe the step size of photon movement between sites of photon-matter interaction and the angles of deflection in a photon's trajectory when a scattering event occurs.
Monte Carlo methods for particle transport have been driving computational developments since the beginning of modern computers; this continues today. In the 1950s and 1960s, these new methods were organized into a series of special-purpose Monte Carlo codes, including MCS, MCN, MCP, and MCG. These codes were able to transport neutrons and ...
Photon transport in biological tissue can be equivalently modeled numerically with Monte Carlo simulations or analytically by the radiative transfer equation (RTE). However, the RTE is difficult to solve without introducing approximations. A common approximation summarized here is the diffusion approximation.
The EGS (Electron Gamma Shower) computer code system is a general purpose package for the Monte Carlo simulation of the coupled transport of electrons and photons in an arbitrary geometry for particles with energies from a few keV up to several hundreds of GeV. [1]
The Monte Carlo method for electron transport is a semiclassical Monte Carlo (MC) approach of modeling semiconductor transport. Assuming the carrier motion consists of free flights interrupted by scattering mechanisms, a computer is utilized to simulate the trajectories of particles as they move across the device under the influence of an electric field using classical mechanics.
The photon packet must still be in the center region after one transport mean free path ′ along the direction of the photon packet propagation for it to be converted to a point source, otherwise the Monte Carlo simulation continues. Before the conversion to an isotropic point source, the photon packet reduces its weight due to its interaction ...
At the core of a radiative transfer model lies the radiative transfer equation that is numerically solved using a solver such as a discrete ordinate method or a Monte Carlo method. The radiative transfer equation is a monochromatic equation to calculate radiance in a single layer of the Earth's atmosphere.
Serpent is a continuous-energy multi-purpose three-dimensional Monte Carlo particle transport code. It is under development at VTT Technical Research Centre of Finland since 2004. [1] Serpent was originally known as Probabilistic Scattering Game (PSG) from 2004 to the first pre-release of Serpent 1 in October 2008. [2]