Log 15

Justin Vandenbroucke

justinv@hep.stanford.edu

Stanford University

3/28/03 –

 

This file contains log entries summarizing the results of various small subprojects of the AUTEC study.  Each entry begins with a date, a title, and the names of any relevant programs (Labview .vi files or Matlab .m files – if an extension is not given, they are assumed to be .m files).

 

 

3/28/03

Ray trace bug fixed

traceRaySetLength.m

            The bent radiation had some rays (those near the horizontal) that diverged from the others, as shown in Figure 1.  This caused the envelope of the radiation disk (black line, connecting successive ray endpoints) to have a strange shape.

This was due to a bug in determining the ray turning points.  I was interpolating depth as a function of sound speed, but this function is double-valued from 900 m to 1800 m.  Choosing the appropriate branch before interpolating fixed the ray tracing (Figure 2).

Both unbent (red) and bent (green) rays are plotted on the right and left sides from only 1 degree above the horizontal to 1 degree below, every 0.02 degrees.  The disk is well determined by this small range, meaning it only spans ~2 degrees.

Figure 1

 

Figure 2

 

4/2/03

Calculation of acceptance without refraction

calcAcceptanceMC.m

plotAcceptance.m

calcAcceptanceVsE0.m

plotAcceptanceVsE0.m

plotDiskVertices.m

            The detector acceptance must be recalculated now that we realize refraction is a significant effect.  As shown above, the radiation disk curves on the same distance scale as the detector, meaning that a radiation disk of radius 10 km that is 7 km away from the array, coplanar with the array, will not necessarily trigger the phones (it may curve away before reaching the phones).

The acceptance calculation accounting for refraction is significantly more involved than when we neglected refraction.  From Nikolai’s simulation of the signal at arbitrary receiver positions relative to the neutrino, we have the envelope of the radiation disk for a given neutrino energy and filter-value threshold.

This disk is defined by a set of O(100) vertices in 2D, such as that in Figure 3.  The disk is a surface of revolution about the vertical axis of the figure.  The vertices are symmetric about the y axis.  For points with nonzero x, each pair of vertices with equal y coordinates determines a circle, about the y axis, of the radiation disk surface.  The surface is thus defined by a set of circles.

 

Figure 3

 

In general, to calculate acceptance at a particular neutrino energy we choose random neutrino shower coordinates (x, y, z, theta, phi).  We then count the number of phones that lie within the radiation disk, as defined by the set of circles.  We do this phone-by-phone, determining one-by-one whether each phone is inside the disk.

In the case of no refraction, the ocean is isotropic and rather than having to rotate the radiation disk to (phi, theta) we can equivalently leave the disk fixed and rotate the phone appropriately.  This is conceptually and computationally much easier.

We really only care about the axis between the neutrino interaction point (idealized to a point at the center of the radiation pattern) and the phone.  The question is on which side of the phone the disk cuts through this axis.  We determine this by choosing any plane containing the axis.

We choose the plane that is perpendicular to the radiation disk.  With this choice, the intersection of the plane and the disk is simply the 2D set of vertices shown in Figure 3.  So we need not manipulate these vertices at all and can simply rotate each phone appropriately relative to them, then determine whether the phone lies within the closed curve determined by the vertices.

 

4/2/03

Calculation of acceptance with refraction

calcAcceptanceRayTrace.m

plotAcceptanceRayTrace.m

calcAcceptanceRT.m

With refraction, the ocean is not isotropic and we must actually rotate the whole disk, leaving each phone fixed.  Again we do this phone-by-phone.  In this case each circle of the radiation disk is bent by refraction.  Each ray bends vertically and lies in a vertical plane.  So instead of choosing the plane that cuts the disk perpendicularly, we choose the plane (through the phone – interaction point axis) that is vertical.  This plane generally cuts the disk obliquely, not perpendicularly.  So we must first determine the vertices of this oblique cross section.  We can then bend the rays within this plane, because it was chosen to be vertical.

To determine the oblique cross section, we transform each vertex of the original (perpendicular) cross section.  Consider each pair of vertices that determine a circle of the radiation disk.  These two vertices are transformed by determining the intersection of the circle with the vertical plane.

Once we’ve determined this cross section, we bend each ray ending on a vertex to determine the oblique cross section of the refracted disk.  We can then determine whether the phone lies inside or outside this set of vertices, as before.

Note that the determination of the original cross section through the radiation pattern, and the bending of rays, must be done separately for each phone.  Due to the many rays that have to be traced (~ 100 per phone, so ~700 per neutrino interaction), counting hit phones with refraction takes O(100) times as long as without refraction.

This strategy was implemented but was exceedingly slow, so slow that it took multiple CPU-days to get the Monte Carlo integration to converge.  Only after implementing this method and realizing that it was too slow did I realize there was a simpler method.

 

4/7/03

Calculation of acceptance with refraction in 1D instead of 2D

findRay.m

traceRaySetDepth.m

plotDiskVerticesPolar.m

calcAcceptance1RayTrace.m

            The method described above requires, for each phone, sampling rays in a vertical plane to determine a 2D cross section of the radiation disk, then determining whether the phone lies inside the cross section.

            A simpler method involves determining, for each phone, the single ray from neutrino interaction to phone.  We then only need to determine whether the ray reaches the phone in a short enough path length that it is still within the radiation pattern.

            The first step of this method is determining a ray between two arbitrary points, the source and the receiver.  This is implemented in findRay.m.  This is unfortunately not a direct calculation but involves an iterative solution.  Direct calculations can be made to trace a ray emitted from an arbitrary point at an arbitrary angle, but it is not generally known a priori which angle the ray should be emitted at to reach the receiver position.

The general ray trace problem (from an arbitrary point at an arbitrary angle) only has two inputs: source depth and initial angle (we assume the sound speed does not vary horizontally).  So to solve the source-receiver problem we trace multiple rays with multiple initial angles, from the source depth to the receiver depth.  The range (horizontal distance traveled) is determined for each of these rays.  The ray we seek is that ray with a range equal to the horizontal distance between the source and receiver.  We implement this with a least-squares algorithm, seeking the initial angle that minimizes the difference between the desired range and the ray range squared.

findRay.m determines the initial angle and the path length of the single ray from source to receiver.  The next step of this method, once we have the ray length and angle, is to compare it to the radiation pattern.  The ray represents the path of an arbitrary sound (not necessarily a neutrino) of arbitrary amplitude.  We must determine whether this path is short enough to lie within the neutrino radiation pattern at the emitted angle.  We do this by using a lookup table for the disk vertices (as shown in Figure 3) in polar coordinates.  An example of this (for the same energy as Figure 3) is shown in Figure 4.

 

Figure 4

 

            All of the vertices necessary to represent a disk in rectangular coordinates (such as that in Figure 3) are contained within ~1 degree.  That is, the radiation lobe is confined to a width of 1 degree.  This means that direct conversion of the vertices in Figure 3 to polar coordinates is inadequate.  The vertices in the rectangular plot had to be supplemented before conversion to polar coordinates, in order to determine the behavior of R(theta) at the other 179 degrees.  This was done by assuming the radiation disk crosses the y axis perpendicularly.  If this is the case, R(theta) is as follows

h1/cos(theta),                  0 < theta < pi/2

h2/cos(pi-theta),              pi/2 < theta < pi,

where h1 is the vertical distance of the first y intercept above the origin, and h2 is the distance of the second y intercept below the origin.  These values were used for theta at every integral degree from 0 to 89 and 91 to 180.

            The behavior of R(theta) in this interpolated region is important, and we should verify the assumption that the radiation crosses the axis perpendicularly and we can interpolate it from the nearest vertex to the axis.

            From the azimuth and zenith of the neutrino, and the initial angle of the neutrino-receiver ray, it is straightforward to determine the initial angle between the ray and the direction of incidence. This angle is exactly theta in our radiation pattern plot (Figure 4).  The geometry involved in determining theta is much simpler than what was necessary for the planar method.  Once we know theta and the ray path length (s), we simply look up R(theta) for the appropriate neutrino energy.  If s < R, the ray reaches the receiver while still inside the radiation envelope, and the neutrino is detected by the receiver.

            This method assumes that the acoustic signal depends only on the initial ray angle and total path length, not on the amount of refraction.  That is, we assume the signal is neither scaled nor distorted by refraction, as it might be.

 

4/7/03

Comparison of run times

            Roughly 1e5 Monte Carlo points (independent random choices of neutrino x, y, z, theta, phi) are necessary for convergence of the acceptance calculation.  We have calculated acceptance with three algorithms:

1)     Assume no refraction; rotate phones with fixed 2D rectangular disk coordinates

2)     Assume refraction; rotate 2D rectangular disk coordinates with fixed phones

3)     Assume refraction; determine the single ray from neutrino to each phone

Table 1 gives a comparison of run speed and total run time necessary for the three algorithms (on a single CPU).   Algorithm 3 is the best so far considering both accuracy (accounting for refraction) and speed.

 

Table 1

4/8/03

Results of acceptance calculation

calcAcceptance1RayTrace.m

plotAcceptanceRayTrace.m

            The algorithm described above (calcAcceptance1RayTrace.m) was run for energies 2e21, 4e21, 8e21, 2e22, 4e22, and 8e22 eV.  Distributions rae given below for the highest energies.  105 Monte Carlo points (x, y, z, theta, phi) were generated, and the number of phones hit by each event were counted.  Figure 1 gives the distribution of the number of phones hit.

 

Figure 5

 

            Figure 2 gives a side view of the distribution of 4-phone events.  We are using an SVP from the day of the light bulb drop.  This SVP extends to 1800 m depth.  We have generated points from 1400 m to 1800 m (even though the sea floor is at 1600 m; we ignore it for this step).  It is unclear why there is an excess of points in the plane of the phones.  We might expect such an excess not exactly in the flat plane but bent upward by refraction.  The red curve represents a typical refracted ray in this region.  It was emitted horizontally from 1600 m depth.

The next step is to appropriately account for the sea floor.  The events plotted in Figure 6 represent those detectable by a detector at the same depth as the SAUND detector, but with the sea floor 200 m lower than it actually is.  Events below the red curve will typically hit the sea floor and will not actually be detected.  Properly accounting for the sea floor will remove roughly those events below the red curve.  It appears this will reduce our acceptance by a couple orders of magnitude.

Figure 6


            Figure 7 gives the distribution of path lengths of (refracted) rays between each Monte Carlo event and the central phone.  It is cut off at 5 km, the radius at which we have chosen to cut off our effective volume.  Beyond this distance two effects make event reconstruction difficult; (1) refraction becomes an even stronger effect and (2) points that are not very close may have similar time differences of arrival (position reconstruction uncertainty increases with range).  The first effect is independent of the detector spacing; the second is determined by detector spacing.

            Figure 8 gives the same distribution, but only for those events that trigger 4 phones rather than for all events generated.

 

Figure 7

 

Figure 8

 

            Figure 9 gives a top view of those events that trigger 4 phones or more.

 

Figure 9

 

Figure 10 gives the distribution of neutrino zenith for 4-phone events.  Figure 11 gives the same distribution for all generated events.  They are generated isotropically, but only those near vertical are detected.

 

Figure 10

 

Figure 11

 

            Figure 12 shows zenith vs. range of detectable events.  As the range increases, the maximum detectable zenith increases.

 

Figure 12

 

Figure 13 gives the distribution of neutrino azimuth.  Detection appears to be independent of azimuth.

 

Figure 13

 

            Figure 14 gives the distribution of depths of detected neutrinos.  The limits used for both zenith and depth in the Monte Carlo integration were not quite large enough and will be extended.

 

Figure 14

 

4/8/03

New acceptance curve

calcAcceptanceRT.m

plotAcceptanceVsE0.m

            Figure 15 presents the new acceptance curve in addition to previous ones.  The top three curves represent those calculated neglecting refraction.  The top one assumes infinite homogeneous water; the middle one limits our effective volume at 10 km; the third limits it at 5 km.  The bottom curve includes refraction and limits the effective volume at 5 km.  It is lower than the initial curve by 3 orders of magnitude at high energy, but is actually higher by one order of magnitude at low energy.  I’m not sure why this is; perhaps the curvature induced by refraction is somehow beneficial at lower energy.

            The curve will lower even further when we include the shadow effect of the sea floor.

 

Figure 15