Mohamad-Ziad Charif - Antares

Mohamad-Ziad Charif - Antares Mohamad-Ziad Charif - Antares

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12.07.2015 Views

• Multiplicity range of the muon bundle• Water proprieties such as the density, and optical absorption lengthAfter the simulation has ended, as for GENHEN and GEASIM, the output of thesimulation is parsed into an ASCII file.CORSIKAThere is another way of simulating atmospheric muons, this is done via simulatinginteractions between cosmic rays and The Earth’s atmosphere. The main differencebetween CORSIKA[102] and MUPAGE, is mainly statistics, CORSIKA ismore demanding computationally while MUPAGE can offer for the same CPUtime a much higher statistics.4.2.3 Photon propagationOnce the muons are simulated they have to be propagated. This requires the simulationof the light emission as well to their propatgation in water. These emissionsinclude Chernekov radiation from muons and bremsstrahlung from electromagneticshowers . This is done with the KM3 ([?])package. In water two effectsdominates the propagation of light.AbsorptionSea water is a transparent material however it is not 100% transparent. Manyphotons after being generated by the muon get absorbed in water. We definean absorption length of water as the average distance for which the fraction ofphotons that survives is equal to e −1 ( ∼36.7 %). In ANTARES sea water thatdistance is sim 60 m for photons with λ = 473 nm.ScatteringScattering affects the direction of a photon. We can as well define an averagedistance called scattering distance where a fraction of photons that is equal toe −1 does not get scattered, this distance in sea water is sim270 m for photons withλ = 473 nm.KM3In KM3 package these two effects are not simulated directly since doing so foreach photon and from each muon it would be computationally unfeasible. However,this is done via “photon tables”. These tables are pre-generated, and they74

give the distribution of arrival time as a function of the direction, and orientationof photons when they hit the PMT at different positions. In addition to the simulationof visible light, KM3 deals as well with the propagation of muons in themedium and the related physical process.4.2.4 Trigger and optical background simulationAfter the propagation of photon from each event has been simulated, the nextstep is to simulate two things at the same time. First there is a need to simulatethe optical background coming from two sources, bioluminescences and K 40 . Thesecond part is essentially a simulation of how the detector will respond to an event,this is essentially a simulation of the electronics such as the PMTs, and the ARSmotherboards. This is all done with a software package called TriggerEfficiency.ReconstructionAfter the simulations have been treated with TriggerEfficiency the Monte Carlooutput has the same format as data, so they can be treated as such and have theevents reconstructed. And as previously mentioned the two important strategiesare AAFit and BBFit, which we will use to reconstruct the events.75

• Multiplicity range of the muon bundle• Water proprieties such as the density, and optical absorption lengthAfter the simulation has ended, as for GENHEN and GEASIM, the output of thesimulation is parsed into an ASCII file.CORSIKAThere is another way of simulating atmospheric muons, this is done via simulatinginteractions between cosmic rays and The Earth’s atmosphere. The main differencebetween CORSIKA[102] and MUPAGE, is mainly statistics, CORSIKA ismore demanding computationally while MUPAGE can offer for the same CPUtime a much higher statistics.4.2.3 Photon propagationOnce the muons are simulated they have to be propagated. This requires the simulationof the light emission as well to their propatgation in water. These emissionsinclude Chernekov radiation from muons and bremsstrahlung from electromagneticshowers . This is done with the KM3 ([?])package. In water two effectsdominates the propagation of light.AbsorptionSea water is a transparent material however it is not 100% transparent. Manyphotons after being generated by the muon get absorbed in water. We definean absorption length of water as the average distance for which the fraction ofphotons that survives is equal to e −1 ( ∼36.7 %). In ANTARES sea water thatdistance is sim 60 m for photons with λ = 473 nm.ScatteringScattering affects the direction of a photon. We can as well define an averagedistance called scattering distance where a fraction of photons that is equal toe −1 does not get scattered, this distance in sea water is sim270 m for photons withλ = 473 nm.KM3In KM3 package these two effects are not simulated directly since doing so foreach photon and from each muon it would be computationally unfeasible. However,this is done via “photon tables”. These tables are pre-generated, and they74

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