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Monte Carlo eXtreme Crack Mac (MCX) is a Monte Carlo simulation tool for time-resolved photon transport in 3D turbid media.
It is based on the GPU technology, which offers a huge acceleration to the traditional single-threaded CPU-based simulation.
MCX is written in the C++ programming language using the CUDA API in the latest release. MCX is a full-featured package which allows users to simulate many kinds of clinical situations.
Unlike other MC simulators that require a CDL license, MCX does not require a CDL license.
MCX is included in the standard package with most OSes (Win7, Linux, Mac).
Another advantage of MCX is that all other 3D MC software packages, including tMCimg, do not require any additional software license.
Features of MCX:
1. SOP: Full support for the SOP (Standard Operating Protocol) format of tMCimg. (Version 3.5 or later is required for using tMCimg within MCX.)
2. Full support for the tMCimg library (major and minor version).
3. From 3D grid to VRD: With a 2D grid, MCX is capable of producing a voxel-based grid. With a 3D grid, it is capable of producing a voxel-based grid and can also produce a voxel-based ray-based grid. The ray-based grid is useful to simulate scattered light. For ray-based grids, MCX can convert and export the model from VRD to VTK.
4. Integration of VA-CLR: With tMCimg, users can directly load VA-CLR input files. The VA-CLR input files can be generated by many other tools. In MCX, users can directly import the VA-CLR files from other MC simulators.
5. New tMCimg binarization algorithm and support for VOXEL_DELETE: MCX adds support for the tMCimg binarization algorithm. Users can use the tMCimg binarization algorithm directly within MCX. tMCimg can be deactivated in the tMCimg_config.txt file to switch MCX from using the binarization algorithm to using the default.
6. Modification of tMCimg main loop and support for Wavie convolution kernel: MCX adds support for a new tMCimg main loop and
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Is based on the Monte Carlo time-resolved propagation of light in turbid media and uses an nVIDIA 8800GT GPU (14MP/114Cores) to simulate hundreds of volumes from which photon propagation is followed, with each volume simulating a voxel of a scene.
UseMC is a GUI application with a graphic user interface for Monte Carlo simulations. It is based on Monte Carlo eXtreme Crack Free Download.
The simulation framework is optimized for parallel computation on multi-GPU systems. The most powerful configuration consists of a nVIDIA 8800GT GPU and a 8-core CPU (a system with a GTX 280 and a dual-core Xeon 5120 CPU). In this configuration, the acceleration is about 300x~400x compared to tMCimg running on a single core of Xeon 5120 CPU.
Keymacro is a Monte Carlo simulation tool for time-resolved photon transport in 3D turbid media based on the Green’s functions method. It uses Graphics Processing Units (GPU) based massively parallel computing techniques and is extremely fast compared to the traditional single-threaded CPU-based simulations.
It is very easy to use, it is a command-line application with a graphic user interface. It is designed for a one-time run simulation but it can also be used as a command to run a number of simulations.
keymacro/keymacro is a Monte Carlo simulation tool for time-resolved photon transport in 3D turbid media based on the Green’s functions method. It uses Graphics Processing Units (GPU) based massively parallel computing techniques and is extremely fast compared to the traditional single-threaded CPU-based simulations.
keymacro is a Monte Carlo simulation tool for time-resolved photon transport in 3D turbid media based on the Green’s functions method. It uses Graphics Processing Units (GPU) based massively parallel computing techniques and is extremely fast compared to the traditional single-threaded CPU-based simulations.
Keymacro is a Monte Carlo simulation tool for time-resolved photon transport in 3D turbid media based on the Green’s functions method. It uses Graphics Processing Units (GPU) based massively parallel computing techniques and is extremely fast compared to the traditional single-threaded CPU-based simulations.
In this guide, we will illustrate how to set up the command line to run the simulation, with a short demonstration. We will focus on setting up an easy example of computing the attenuation
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MCX combines a Monte Carlo (MC) photon transport simulation engine with a Python-based GUI and visualization and analysis toolkit.
A GPU-based massively parallelization on a single CUDA thread or with a GPU-enabled CPU (CUDA enabled) allows for extremely high computational speed-up.
Visualizing the photon transport results using a ray-tracing approach allows immediate visualisation and analysis of the photon transport and more advanced analysis is possible using a Python-based analysis toolkit.
MCX is distributed as a single executable Python script and a set of CUDA kernels along with the necessary Python tools.
No special license is required to run MCX; it can be used without restriction.
References
External links
MCX applications: examples
Category:Monte Carlo methods
Category:Photonics
Category:Scientific simulation software
Category:Photonics software
Category:Numerical software
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A scene is defined with a 3D volume. A real-time simulator is built around the GPU and is provided with a pre-compiled library (more than 1000 functions) and several sample scene files that can be distributed with MCX.
Once the scene is loaded, a point source with a given photon fluence rate, and a detector with a defined position and angle, will be defined.
These settings will be used to retrieve and store the source and the detector position and orientation, and the ray parameterizations.
The photon fluence rate will be used to build the sample size of the volume.
The implementation is based on the subroutines available in the MCML library and it provides several key functions.
In particular, MCX is based on a Monte Carlo framework where a photon packet, containing several photon components, can interact with the scene, and the interaction can be split in several subprocesses.
Each photon packet will be redirected to a sub-scene based on the specified interaction type.
At the same time, the photon fluence rate can be used to control the number of photon packets generated for each sub-scene.
This allows the user to create a very detailed photon fluence map of the scene.
MCX provides the functions necessary to follow the packet interaction path, extracting the relevant information for the specific interaction, such as the interaction distance and type, and then the corresponding position and orientation of the photon.
This is done by using ray parameterizations, which can be written as custom functions.
MCX provides a pre-defined set of ray parameterizations, and these can be customized for the specific application.
MCX also provides a set of parameterization samples that can be used to define custom ray parameterizations, and can be easily distributed with the toolkit.
In order to follow the photon path, a ray parameterization is defined.
The parameterization is implemented as a function, defined on a specific 3D coordinates of the scene.
MCX also provides a ray parameterization tracker, which can be used to retrieve information about the packet path, such as the last interaction point, interaction type, and interaction distance.
At the end of the photon packet travel, the packet information will be stored in the structure provided by the MCX library.
This information includes the photon position, the exit-surface-position, and the exit-surface-normal.
This is used to define the photon transport direction in the last interaction.
The last photon interaction position and exit-surface-position will be used to find out the next scattering point, and then the photon fluence map can be iteratively built.
The MCX library is built based on the subroutines available in the MCML library.
MCX implements a direct photon-mode with a variable number of photon packet (using the MCML library subroutines).
This
System Requirements:
The game is designed to be played on the PC version of the Microsoft Windows operating system (both 32-bit and 64-bit versions), with support for multi-monitor setups.
Minimum specs are:
1 CPU core
2GB RAM
NVIDIA GeForce GTX 760 / Radeon HD 7970 or better
3GB free disk space
This game uses a technology called dynamic scaling (DS) to allow it to be tuned to run on both very high-end and low-end PC configurations. The minimum requirements are set at
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