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THE EGS5 CODE SYSTEM

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2.3 Simulating the Physical Processes—An Overview<br />

In some approaches, the Boltzmann transport equation is written for a system and from it a Monte<br />

Carlo simulation of the system is derived. This method gives correct average quantities, such as<br />

fluences, but may not correctly represent fluctuations in the real situation when variance reduction<br />

techniques are employed. The reader is referred to Chapter 3 in the book by Carter and Cashwell[41]<br />

for details of this particular method.<br />

In all versions of EGS we have taken a different and more simple-minded approach in that we<br />

attempt to simulate the actual physical processes as closely as possible. We have not introduced<br />

any inherent variance reduction techniques, so that fluctuations in the Monte Carlo results should<br />

truly be representative of real-life fluctuations. For the design of high energy particle detectors,<br />

this is an important consideration. On the other hand, fluctuations are not usually of interest<br />

in radiation shielding-type problems, and so <strong>EGS5</strong> includes several variance reduction techniques<br />

which may be optionally invoked to make certain classes of calculations run more efficiently. None<br />

of the variance reduction techniques are invoked by default, however, and so the method of <strong>EGS5</strong><br />

can generally be described as analog 3 Monte Carlo.<br />

The simulation of an electromagnetic cascade shower can be decomposed into a simulation of the<br />

transport and interactions of single high energy particle, along with some necessary bookkeeping.<br />

A last-in-first-out (LIFO) stack is used to store the properties of particles which have yet to be<br />

simulated. Initially, only the incident particle is on the stack (more correctly, the properties of the<br />

incident particle are stored in the first position of corresponding arrays). The basic strategy is to<br />

transport the top particle in the stack either until an interaction takes place, until its energy drops<br />

below a predetermined cutoff energy, or until it enters a particular region of space. In the latter<br />

two cases, the particle is taken off the stack and the simulation resumes with the new top particle.<br />

If an interaction takes place, and if there is more than one secondary product particle, the particle<br />

with the lowest available energy is put on the top of the stack. By “available energy” we mean<br />

the maximum energy which can be imparted by a given particle to new secondary particles in a<br />

collision: E for photons; E − m for electrons; and E + m for positrons, where E is the particle’s<br />

total energy and m is the electron rest mass energy. By always tracking the lowest energy particle<br />

first, we ensure that the depth of the stack will never exceed log 2 (E max /E cut ), where E max is the<br />

largest incident energy to be simulated and E cut is the lowest cutoff energy. When the final particle<br />

is removed from the stack and none remain, the simulation of the shower event is ended. The<br />

complete simulation of each individual shower event is commonly called a Monte Carlo “history”.<br />

3 The electron transport model in <strong>EGS5</strong> is not strictly “analog” in that all scattering collisions are not treated on<br />

an individual basis, but it is “analog” in the sense that the models of the aggregate effects of the large numbers of<br />

collisions which are grouped together are analytic and can in most circumstances preserve the random nature of the<br />

fluctuations in showers.<br />

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