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April 5, 2026 03:37
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Monte Carlo simulations for x-ray shielding
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| typedef struct { | |
| Vec3 position; | |
| Vec3 direction; | |
| B32 alive; | |
| } PhotonState; | |
| int main(void) { | |
| RNG* rng = rng_create(); | |
| // Source: https://physics.nist.gov/PhysRefData/XrayMassCoef/ElemTab/z82.html | |
| F32 pb_mass_attn = 2.014; // cm^2/g from NIST tables at 0.150MeV (150keV) | |
| F32 pb_density = 11.34; // g/cm^3 | |
| F32 pb_linear_attn = pb_mass_attn * pb_density; | |
| // Linear Attenuation Coefficients for "component breakdowns": | |
| // - Photoelectric Absorption at 150keV | |
| // - Compton Scattering at 150keV | |
| // | |
| // Source: https://physics.nist.gov/PhysRefData/Xcom/html/xcom1-t.html | |
| F32 pb_mass_attn_scatter = 1.049e-1f; // cm^2/g | |
| F32 pb_mass_attn_absorbs = 9.484e-2f; // cm^2/g | |
| F32 pb_linear_attn_scatter = pb_mass_attn_scatter * pb_density; // 1/cm | |
| F32 pb_linear_attn_absorbs = pb_mass_attn_absorbs * pb_density; // 1/cm | |
| // scene | |
| F32 mat_beg = 0.0000f; | |
| F32 mat_end = 0.3175f; | |
| F32 sum = 0; | |
| U64 trials = 1000; | |
| for (U64 trial = 0; trial < trials; trial += 1) { | |
| U64 escaped = 0; | |
| U64 num_photons = 140000; | |
| for (U64 i = 0; i < num_photons; i += 1) { | |
| PhotonState photon = { | |
| .position = vec3(0.0f, 0.0f, 0.0f), | |
| .direction = vec3(0.0f, +1.0f, 0.0f), | |
| .alive = true, | |
| }; | |
| while (photon.alive) { | |
| // "free path length" | |
| F32 dd = -logf(rng_next_f32(rng)) / pb_linear_attn; | |
| Vec3 dpos = vec3_scale(vec3_normalize(photon.direction), dd); | |
| Vec3 pos2 = vec3_add(photon.position, dpos); | |
| // Check escaped (infinitely wide, infinitely tall) | |
| if ((photon.direction.y > 0 && pos2.y > mat_end) || | |
| (photon.direction.y < 0 && pos2.y < mat_beg)) { | |
| escaped += 1; | |
| photon.alive = false; | |
| } | |
| else { | |
| photon.position = pos2; | |
| F32 p_absorbed = pb_linear_attn_absorbs / (pb_linear_attn_absorbs + pb_linear_attn_scatter); | |
| // Absorption | |
| if (rng_next_f32(rng) < p_absorbed) { | |
| photon.alive = false; | |
| } | |
| // Scattering (change direction) | |
| else { | |
| Vec3 ddir = vec3(rng_next_f32(rng), rng_next_f32(rng), rng_next_f32(rng)); | |
| Vec3 dir2 = vec3_normalize(ddir); | |
| photon.direction = dir2; | |
| } | |
| } | |
| } | |
| } | |
| printf("escaped=%ld of %ld (%0.3f%%, trial=%ld of %ld)\n", escaped, num_photons, (F32)escaped / (F32)num_photons * 100.0f, trial, trials); | |
| sum += (F32)escaped / (F32)num_photons; | |
| } | |
| printf("escape rate (avg): %0.3f%%\n", sum / (F32)trials * 100.0f); | |
| } |
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