Bert's blog

Since I am currently working on a task-based Monte Carlo radiation transfer algorithm, I thought it would be nice to dedicate a post to this subject. However, until now I have only covered the topic of task-based parallelisation, and I have not yet explained what Monte Carlo radiation transfer is. Hence the topic of this weekâ€™s post.

Radiation transfer is a broad topic that can be classified as theoretical astrophysics but is also used in many other fields, ranging from medical science (the interaction between radiation and skin for - among others - medical imaging) to computer graphics (rendering realistic scenes in a video game for example). The principle aim of radiation transfer is to describe the interaction between light that originates at one or multiple, possible extended sources with the medium it travels through. This is done to either figure out what the properties are of the light that arrives at a specific location (e.g. the camera in a video game or the telescope that observes some astrophysical phenomenon), or to find out what the light does with the medium (e.g. destroying cancer cells embedded in the skin or heating up interstellar gas). Or to do both simultaneously (e.g. when the heated interstellar gas emits additional radiation that also reaches the telescope).

Whatever its aim might be, radiation transfer is never easy. The reason for this is that radiation, unlike most physical processes we know, can travel very far away from the source before it interacts with the medium. On top of that, the radiation changes while it travels from the source to a specific location in the medium: a fraction of it is absorbed on the way, another fraction is scattered away in another direction, while yet another fraction is scattered into this specific direction and mixes up with the original radiation. What eventually ends up at the location we are interested in hence does not only depend on the local properties of the medium, the properties of the source and the distance between the source and that location, but also on the properties of the medium in between the source and the location, and even the properties of the medium that is not directly in between. In scientific terms, we call radiation transfer a highly non-local process.

The situation is not as bad in a very dense medium, when radiation is absorbed and scattered on very small scales compared to the size scales that govern the dynamics of the system we want to study, e.g. in the atmosphere of our Sun. In this so called optically thick case, the radiation transfer can usually be approximated using some kind of heat transfer equation without actually worrying about radiation. However, the transition from this optically thick to the optically thin regime (where radiation travels far before interacting) can be very sudden: radiation that reaches the top of the Solar atmosphere can suddenly escape and travel all the way to Earth before its next interaction. For general problems, it is therefore important to be able to handle both the optically thick and thin regimes simultaneously.

To tackle the general problem of radiation transfer, scientists (and computer scientists) have devised many strategies over the years. These range from trying to capture the radiation physics in sets of complicated equations, to probing the interaction between the source(s) and the medium by casting a large number of rays on a GPU (as done in computer games). Monte Carlo radiation transfer can be seen as a very powerful hybrid method that uses elements of both these approaches, and that works best in 3D cases.

While using physically motivated sets of equations to solve the radiation transfer problem is arguably the most scientific way to track this problem, it is generally impossible to do this in 3D without making serious limiting assumptions. This is simply because the necessary computations are so involved that it becomes impossible to solve them in any reasonable time. When we accept that a general solution is not feasible, then the next best thing we can hope for is a sampling of the general solution, i.e. a solution that is not as exact as the general solution, but that nonetheless provides a good representation of the real solution. This is what ray tracing hopes to achieve: by sampling the radiation as a finite number of rays that travel in various directions, we hope to capture the dominant processes in the radiation transfer without going to the trouble of sampling all possible directions (which is not possible).

The problem with a ray tracing approach is the choice of sampling directions. While a uniform sampling of possible directions seems like a good choice, there is no guarantee that this will actually work: if the source is located close to a dense gas cloud in a further almost empty space, then we clearly want more rays to be cast in the direction of the dense cloud than in the other (uninteresting) directions. If we know that this is the particular setup, we can of course take this information into account when choosing sampling directions, but generally this information might not be available. And what about the situation where there is a large number of dense clouds, scattered randomly around the star? A regular sampling of the rays might systematically miss some of these, and yield a completely skewed image of the systemâ€¦

Monte Carlo does not really solve these issues, but instead overcomes them by taking away the choice of sampling. Instead of casting rays in regular, chosen directions, a Monte Carlo radiation transfer technique casts rays in a uniform random direction. Random in this case means that we choose the directions for the rays using some process that has nothing to do with the physics of the radiation transfer, e.g. a random number generator on our computer. Uniform means that while individual directions are completely random (and uncorrelated to each other and to the physics of the problem), the statistical distribution of all random rays will still cover all possible directions uniformly, i.e. every direction is equally likely to be chosen.

For small numbers of rays, this random generation of ray directions is obviously a worse approximation than using a regular set of rays. The power of the technique is in the numbers: as the number of rays increases, the distribution of the random rays will become more uniform. And while the traditional ray tracing method always uses the same directions, the Monte Carlo rays are always different, so that they will pick up all features, however small, provided that enough rays are cast.

The use of random numbers is not only limited to the directions of rays, but can also be used to sample other aspects of the radiation transfer problem. A star does not just emit one kind of radiation, but emits a whole spectrum of radiation at different energies. Radiation with different energies interacts entirely differently with the interstellar medium, so that a general treatment of the interstellar radiation transfer problem would require not only a sampling in directions, but also a sampling in energies. Which again implies a choice of energies that can skew the results. Monte Carlo radiation transfer again replaces these choices of how to sample the spectrum of the star by a random sampling of the spectrum, which does a better job if enough rays are cast.

A similar story can be told about the direction of radiation. While a star generally emits the same amount of radiation in all directions (isotropic emission), there are plenty of sources that have very specific directional emission (e.g. a spotlight). This directional dependence can be modelled using a distribution function which then needs to be sampled properly. Again, Monte Carlo techniques can do this very easily.

So in general, Monte Carlo radiation transfer can be seen as a brute force technique to account for a whole wealth of additional physical processes by just translating them into appropriate probability distributions for the randomly emitted, scattered and absorbed radiation. For simple problems, its results will always be less accurate than those of more accurate methods that actually properly solve the equations that are involved. But for more complicated systems, Monte Carlo will still be as accurate (or approximate) as for these simple systems, while more accurate methods will suffer from the problems set out above or will become simply intractable. And to improve the accuracy of the Monte Carlo sampling, we can simply increase the number of random rays that is used.

# How does it work?

The precise workings of a specific Monte Carlo radiation transfer technique depend on what kind of radiation transfer we are considering, i.e. whether we are interested in the properties of the radiation, the properties of the medium being irradiated, or both. Nevertheless, some general aspects can be discussed.

Firstly, there is the way Monte Carlo techniques treat the radiation and the medium respectively. For the former, the rays introduced above are replaced by a more general photon packet, which for the purposes of the radiation transfer is treated as a single physical photon with well determined properties, but in fact represents a statistical sample of physical photons that is much smaller than the actual number of photons involved. The latter is represented on some kind of grid structure that consists of cells with a well defined geometrical volume and edges. Within these cells, the optical properties of the medium are assumed to be constant, similar to a single pixel in an image.

The Monte Carlo technique then consists of a number of distinct steps:

1. Photon packet generation: this is the process during which a random photon packet is generated at the position of a source (or at a position that is randomly sampled from a source distribution). The photon packet receives a random direction and properties that are sampled from corresponding probability distributions.
2. Photon packet propagation: the photon packet is passed on to the cell in the grid that contains it, or the first cell in the grid that it encounters on its path. By tracing the path through the geometrical volume of the cell, we can compute the distance the photon packet travels through that cell. By multiplying that distance with the optical properties of the photon packet and the medium inside the cell (remember that we assume constant properties inside the cell) we can decide whether the photon packet is absorbed within the cell or travels to the next cell. We can also use this information to update the optical properties of both the photon packet and the medium in the cell.
3. Photon packet scattering: the photon packet is scattered within the cell. Based on the optical properties of the cell in which the scattering takes place, the photon packet will receive a new random direction. Depending on the interaction physics, absorbed photon packets can also be re-emitted with a new direction and new optical properties; although physically different, the Monte Carlo algorithm treats this process in the same way as a scattering.
4. Photon packet recording: the photon packet (or a weighted copy of it) is recorded onto a model image. This step is only required if the radiation transfer is used to produce model images that can be compared with real observations.

While all of this might sound very complicated, it is relatively straightforward to implement these various steps and they can be executed very efficiently by modern computers. The full Monte Carlo algorithm is then obtained by repeating these steps for a (very) large number of photon packets to obtain a good statistical sampling of the radiation and its interaction with the medium.

In cases where the optical properties of the medium are the main target of the radiation transfer, the photon packet propagation is only one step in the algorithm that is followed by a step in which the optical properties of the medium are recomputed based on the radiation field. In many cases, the dynamic equilibrium between the medium and the radiation field can only be found through an iterative procedure in which these two steps are applied repeatedly until a sufficiently converged state is obtained.