Cosmic particles, such as gamma-rays, can be detected with the help of the atmospheric Cherenkov-method. The cosmic particles enter earth's atmosphere and induce showers of new particles which run down to ground. Among these new particles is Cherenkov-light which can be detected on ground. This library helps to estimate how good a given instrument can detect a certain type of cosmic particle at a certain energy (response-function).
- Pick a threshold photon number
T1
where trigger curve starts rising (for a given type of primary) - Generate shower such that particle direction hits ground at 0,0;
shower direction spread over large solid angle Omega (energy-dep.)
(for charged particles)
{could also pick (0,0) at some height, but I believe for
z
=0 the photon scatter is smallest} - Divide ground in grid of spacing = mirror diameter; could e.g. without
too much trouble use up to
M
xM
= 1000 x 1000 grid cells = 70 x 70 km^2; grid area isA
, grid centered on (0,0) - Reset photon counter for each cell
- For each shower, shift grid randomly in
x
,y
by 1/2 mirror diameter - Loop over shower photons
- reject photon if angle outside FOV
- for each photon, calculate grid cell index
ix
,iy
(easy since square grid) - calculate distance of photon from cell center;
keep photon if distance <
R_Mirror
- increment photon counter for cell
- optionally save photon in a buffer
- Loop over grid cells
- count cells with photons >
T1
:N_1
- using trigger curve for given particle type;
calculate trigger prob. for (real) trigger
and randomly reject events: keep
N_2
(or simply use a 2nd threshold where trigger prob=0.5) - Increment event counters by
N_1
,N_2
Increment error counters byN_1
^2,N_2
^2
- count cells with photons >
- For detailed simulation, optionally output photons for
few randomly selected
T1
-triggered cells (up to 10 should be fine, given that probably only one of 10 triggers the detailed simulation) - Toy effective area (x solid angle): (
N_1
event counter/M
^2 / Nevent)*A
*Omega
error =sqrt(error counter)
... Somewhat better effective area:N_2
event counter ... Final eff. area:N1_eff
area x fraction of events kept in detailed sim.
| z | starting pos. | ___---O | ___--- / | | ___--- n / | | ___--- io / | | ___--- ct / | | ___--- re / | starting altitude __|_--- di / | | y- / | | _-------__ ar / | |- th |_ im / | | ni |_ pr / | | ze | / | | |/ | ____________|______________/________________________ | / | / / / | / /| // / / | 3/ / | / / / / | / / | / / / / | /____________/___|____/___/____________/____________/ | / / | / / / / | obs. level / / |/ / grid / / | altitude - -2/- - - - / - -X-----/ <-shift y / / | / / /| / / / | /____________/______/_____/____________/____________/ | / / -| | / / / | / / / | / / / | 1/ / grid |/ / / | / / shift x / / / | /____________/____________/____________/____________/ | / / / | / / | / / / | / / | 0/ / / | / / | / / / | / / | /____________/____________/____________/____________/ | 0 1 2| 3 | | ___---O | ___--- | ___--- | | ___--- | | ___--- | | ___--- azimuth | sea leavel z=0 |_---__________________________/______ x / / / / / / / / / / / y