Modeling voxel-based Monte Carlo light transport with curved and oblique boundary surfaces
Significance: Monte Carlo (MC) light transport simulations are most often performed in regularly spaced three-dimensional voxels, a type of data representation that naturally struggles to represent boundary surfaces with curvature and oblique angles. Not accounting properly for such boundaries with...
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| Published in | Journal of biomedical optics Vol. 25; no. 2; p. 025001 |
|---|---|
| Main Authors | , |
| Format | Journal Article |
| Language | English |
| Published |
United States
Society of Photo-Optical Instrumentation Engineers
01.02.2020
S P I E - International Society for |
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| Online Access | Get full text |
| ISSN | 1083-3668 1560-2281 1560-2281 |
| DOI | 10.1117/1.JBO.25.2.025001 |
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| Abstract | Significance: Monte Carlo (MC) light transport simulations are most often performed in regularly spaced three-dimensional voxels, a type of data representation that naturally struggles to represent boundary surfaces with curvature and oblique angles. Not accounting properly for such boundaries with an index of refractivity, mismatches can lead to important inaccuracies, not only in the calculated angles of reflection and transmission but also in the amount of light that transmits through or reflects from these mismatched boundary surfaces.
Aim: A new MC light transport algorithm is introduced to deal with curvature and oblique angles of incidence when simulated photons encounter mismatched boundary surfaces.
Approach: The core of the proposed algorithm applies the efficient preprocessing step of calculating a gradient map of the mismatched boundaries, a smoothing step on this calculated 3D vector field to remove surface roughness due to discretization and an interpolation scheme to improve the handling of curvature.
Results: Through simulations of light hitting the side of a sphere and going through a lens, the agreement of this approach with analytical solutions is shown to be strong.
Conclusions: The MC method introduced here has the advantage of requiring only slight implementation changes from the current state-of-the-art to accurately simulate mismatched boundaries and readily exploit the acceleration of general-purpose graphics processing units. A code implementation, mcxyzn, is made available and maintained at https://omlc.org/software/mc/mcxyzn/. |
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| AbstractList | Significance: Monte Carlo (MC) light transport simulations are most often performed in regularly spaced three-dimensional voxels, a type of data representation that naturally struggles to represent boundary surfaces with curvature and oblique angles. Not accounting properly for such boundaries with an index of refractivity, mismatches can lead to important inaccuracies, not only in the calculated angles of reflection and transmission but also in the amount of light that transmits through or reflects from these mismatched boundary surfaces. Aim: A new MC light transport algorithm is introduced to deal with curvature and oblique angles of incidence when simulated photons encounter mismatched boundary surfaces. Approach: The core of the proposed algorithm applies the efficient preprocessing step of calculating a gradient map of the mismatched boundaries, a smoothing step on this calculated 3D vector field to remove surface roughness due to discretization and an interpolation scheme to improve the handling of curvature. Results: Through simulations of light hitting the side of a sphere and going through a lens, the agreement of this approach with analytical solutions is shown to be strong. Conclusions: The MC method introduced here has the advantage of requiring only slight implementation changes from the current state-of-the-art to accurately simulate mismatched boundaries and readily exploit the acceleration of general-purpose graphics processing units. A code implementation, mcxyzn, is made available and maintained at https://omlc.org/software/mc/mcxyzn/. Monte Carlo (MC) light transport simulations are most often performed in regularly spaced three-dimensional voxels, a type of data representation that naturally struggles to represent boundary surfaces with curvature and oblique angles. Not accounting properly for such boundaries with an index of refractivity, mismatches can lead to important inaccuracies, not only in the calculated angles of reflection and transmission but also in the amount of light that transmits through or reflects from these mismatched boundary surfaces. A new MC light transport algorithm is introduced to deal with curvature and oblique angles of incidence when simulated photons encounter mismatched boundary surfaces. The core of the proposed algorithm applies the efficient preprocessing step of calculating a gradient map of the mismatched boundaries, a smoothing step on this calculated 3D vector field to remove surface roughness due to discretization and an interpolation scheme to improve the handling of curvature. Through simulations of light hitting the side of a sphere and going through a lens, the agreement of this approach with analytical solutions is shown to be strong. The MC method introduced here has the advantage of requiring only slight implementation changes from the current state-of-the-art to accurately simulate mismatched boundaries and readily exploit the acceleration of general-purpose graphics processing units. A code implementation, mcxyzn, is made available and maintained at https://omlc.org/software/mc/mcxyzn/. Significance: Monte Carlo (MC) light transport simulations are most often performed in regularly spaced three-dimensional voxels, a type of data representation that naturally struggles to represent boundary surfaces with curvature and oblique angles. Not accounting properly for such boundaries with an index of refractivity, mismatches can lead to important inaccuracies, not only in the calculated angles of reflection and transmission but also in the amount of light that transmits through or reflects from these mismatched boundary surfaces. Aim: A new MC light transport algorithm is introduced to deal with curvature and oblique angles of incidence when simulated photons encounter mismatched boundary surfaces. Approach: The core of the proposed algorithm applies the efficient preprocessing step of calculating a gradient map of the mismatched boundaries, a smoothing step on this calculated 3D vector field to remove surface roughness due to discretization and an interpolation scheme to improve the handling of curvature. Results: Through simulations of light hitting the side of a sphere and going through a lens, the agreement of this approach with analytical solutions is shown to be strong. Conclusions: The MC method introduced here has the advantage of requiring only slight implementation changes from the current state-of-the-art to accurately simulate mismatched boundaries and readily exploit the acceleration of general-purpose graphics processing units. A code implementation, mcxyzn, is made available and maintained at https://omlc.org/software/mc/mcxyzn/. Monte Carlo (MC) light transport simulations are most often performed in regularly spaced three-dimensional voxels, a type of data representation that naturally struggles to represent boundary surfaces with curvature and oblique angles. Not accounting properly for such boundaries with an index of refractivity, mismatches can lead to important inaccuracies, not only in the calculated angles of reflection and transmission but also in the amount of light that transmits through or reflects from these mismatched boundary surfaces.SIGNIFICANCEMonte Carlo (MC) light transport simulations are most often performed in regularly spaced three-dimensional voxels, a type of data representation that naturally struggles to represent boundary surfaces with curvature and oblique angles. Not accounting properly for such boundaries with an index of refractivity, mismatches can lead to important inaccuracies, not only in the calculated angles of reflection and transmission but also in the amount of light that transmits through or reflects from these mismatched boundary surfaces.A new MC light transport algorithm is introduced to deal with curvature and oblique angles of incidence when simulated photons encounter mismatched boundary surfaces.AIMA new MC light transport algorithm is introduced to deal with curvature and oblique angles of incidence when simulated photons encounter mismatched boundary surfaces.The core of the proposed algorithm applies the efficient preprocessing step of calculating a gradient map of the mismatched boundaries, a smoothing step on this calculated 3D vector field to remove surface roughness due to discretization and an interpolation scheme to improve the handling of curvature.APPROACHThe core of the proposed algorithm applies the efficient preprocessing step of calculating a gradient map of the mismatched boundaries, a smoothing step on this calculated 3D vector field to remove surface roughness due to discretization and an interpolation scheme to improve the handling of curvature.Through simulations of light hitting the side of a sphere and going through a lens, the agreement of this approach with analytical solutions is shown to be strong.RESULTSThrough simulations of light hitting the side of a sphere and going through a lens, the agreement of this approach with analytical solutions is shown to be strong.The MC method introduced here has the advantage of requiring only slight implementation changes from the current state-of-the-art to accurately simulate mismatched boundaries and readily exploit the acceleration of general-purpose graphics processing units. A code implementation, mcxyzn, is made available and maintained at https://omlc.org/software/mc/mcxyzn/.CONCLUSIONSThe MC method introduced here has the advantage of requiring only slight implementation changes from the current state-of-the-art to accurately simulate mismatched boundaries and readily exploit the acceleration of general-purpose graphics processing units. A code implementation, mcxyzn, is made available and maintained at https://omlc.org/software/mc/mcxyzn/. |
| Author | Jacques, Steven L Tran, Anh Phong |
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| BackLink | https://www.ncbi.nlm.nih.gov/pubmed/32100491$$D View this record in MEDLINE/PubMed |
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| Cites_doi | 10.1016/j.csda.2009.09.020 10.1007/s00348-010-0985-y 10.1016/j.compag.2015.12.008 10.1117/1.JBO.19.4.045003 10.1117/1.JBO.20.2.025007 10.1364/OE.17.020178 10.1364/BOE.10.004711 10.1117/1.3041496 10.1364/OE.15.014086 10.1118/1.595361 10.1016/0169-2607(95)01640-F 10.1117/12.2003672 10.1088/0031-9155/52/3/003 10.1080/10407782.2015.1023140 10.1364/BOE.1.000165 10.1088/0031-9155/55/4/003 10.1016/0262-8856(84)90049-0 10.1117/12.889718 10.1016/j.cmpb.2007.10.008 10.1117/1.JBO.24.2.020503 10.1109/ICRA.2018.8461227 10.1101/2020.02.07.939447 10.1364/OE.18.006811 10.1117/12.2283590 10.1117/1.JBO.20.1.015002 |
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| SubjectTerms | Algorithms Angle of reflection Boundaries Computer simulation Curvature Exact solutions Fields (mathematics) Geometry Graphics processing units Incidence angle Interpolation Photons Propagation Refractivity Simulation Surface roughness |
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| Title | Modeling voxel-based Monte Carlo light transport with curved and oblique boundary surfaces |
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