FluorWPS: A Monte Carlo ray-tracing model to compute sun-induced chlorophyll fluorescence of three-dimensional canopy

2016 ◽  
Vol 187 ◽  
pp. 385-399 ◽  
Author(s):  
Feng Zhao ◽  
Xu Dai ◽  
Wout Verhoef ◽  
Yiqing Guo ◽  
Christiaan van der Tol ◽  
...  
2020 ◽  
Vol 143 (3) ◽  
Author(s):  
H. Evan Bush ◽  
Andrew J. Schrader ◽  
Peter G. Loutzenhiser

Abstract A novel method for pairing surface irradiation and volumetric absorption from Monte Carlo ray tracing to computational heat transfer models is presented. The method is well-suited to directionally and spatially complex concentrated radiative inputs (e.g., solar receivers and reactors). The method employs a generalized algorithm for directly mapping absorbed rays from a Monte Carlo ray tracing model to boundary or volumetric source terms in the computational mesh. The algorithm is compatible with unstructured, two and three-dimensional meshes with varying element shapes. Four case studies were performed on a directly irradiated, windowed solar thermochemical reactor model to validate the method. The method was shown to conserve energy and preserve spatial variation when mapping rays from a Monte Carlo ray tracing model to a computational heat transfer model in ansys fluent.


2006 ◽  
Vol 128 (9) ◽  
pp. 945-952 ◽  
Author(s):  
Sandip Mazumder

Two different algorithms to accelerate ray tracing in surface-to-surface radiation Monte Carlo calculations are investigated. The first algorithm is the well-known binary spatial partitioning (BSP) algorithm, which recursively bisects the computational domain into a set of hierarchically linked boxes that are then made use of to narrow down the number of ray-surface intersection calculations. The second algorithm is the volume-by-volume advancement (VVA) algorithm. This algorithm is new and employs the volumetric mesh to advance the ray through the computational domain until a legitimate intersection point is found. The algorithms are tested for two classical problems, namely an open box, and a box in a box, in both two-dimensional (2D) and three-dimensional (3D) geometries with various mesh sizes. Both algorithms are found to result in orders of magnitude gains in computational efficiency over direct calculations that do not employ any acceleration strategy. For three-dimensional geometries, the VVA algorithm is found to be clearly superior to BSP, particularly for cases with obstructions within the computational domain. For two-dimensional geometries, the VVA algorithm is found to be superior to the BSP algorithm only when obstructions are present and are densely packed.


2017 ◽  
Vol 26 (5) ◽  
pp. 054201 ◽  
Author(s):  
Feng Zhang ◽  
Ning-Ning Zhang ◽  
Yi Zhang ◽  
Sen Yan ◽  
Sun Song ◽  
...  

2017 ◽  
Vol 10 (3) ◽  
pp. 626-634 ◽  
Author(s):  
Yu Wang ◽  
Qingfeng Song ◽  
Deepak Jaiswal ◽  
Amanda P. de Souza ◽  
Stephen Patrick Long ◽  
...  

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