Abstract

A computational method in the modelling of neutron beams is described that blends neutron acceptance diagrams, GPU-based Monte-Carlo sampling, and a Bayesian approach to efficiency. The resulting code reaches orders of magnitude improvement in performance relative to existing methods. For example, data rates similar to world-leading, real instruments can be achieved on a 2017 laptop, generating 10 6 neutrons per second at the sample position of a high-resolution small angle scattering instrument. The method is benchmarked, and is shown to be in agreement with previous work. Finally, the method is demonstrated on a mature instrument design, where a sub-second turnaround in an interactive simulation process allows the rapid exploration of a wide range of options. This results in a doubling of the design performance, at the same time as reducing the hardware cost by 40%.

Highlights

  • Neutron scattering facilities such as the European Spallation Source (ESS) currently under construction in Lund, Sweden, and the world-leading Institut Laue Langevin (ILL) in Grenoble, France, rely increasingly upon beam simulations to steer the evolution of the design of their instruments

  • The principle was computationally automated for monochromatic beams in a previous technique called neutron acceptance diagram shading (NADS) [6]

  • The initial phase space volume is calculated from the same double triangle method as for standard computational acceptance diagrams [6], except that the trajectory “source” phase space is computed at the sample end with the guide exit geometry

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Summary

Introduction

Neutron scattering facilities such as the European Spallation Source (ESS) currently under construction in Lund, Sweden, and the world-leading Institut Laue Langevin (ILL) in Grenoble, France, rely increasingly upon beam simulations to steer the evolution of the design of their instruments. A new software methodology and tool for the design of neutron guides is described, called “Sandman” It is currently available on GitHub [4], and offers significant computing speed improvements over the existing codes. The principle was computationally automated for monochromatic beams in a previous technique called neutron acceptance diagram shading (NADS) [6] It provided a significant performance gain for the simulation of high resolution instruments, which would normally take several hours on large computing clusters using 3D Monte-Carlo approaches. The developments that enabled a successful project this time, starting in 2018, are a combination of easy access to good pseudo-random number generators on the GPU; an increasingly large memory bandwidth driven by the hardware needs of the 3D game industry; multiple GB of GPU memory being available; and mature, parallel methods to reduce large arrays of data The speed of this code brings great utility. From the perspective of the guide designer, running a white beam simulation is essentially instantaneous

Reverse Tracing
GPU Software Development
Beam Geometry and Propagation
Monitoring and Merging Phase Space
Original NADS Model Tests
ESS Design Use Case
Findings
Conclusions
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