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At least 55 records · Page 3

Signatures of aerosol-cloud interactions in GiOcean: a coupled global reanalysis with two-moment cloud microphysics

Aerosols influence the Earth's radiative balance through direct interactions with radiation and by affecting cloud properties. Anthropogenic aerosols have led to cooling during the industrial era through aerosol–cloud interactions (ACI), including aerosol effects on cloud microphysical properties and the subsequent adjustments. However, large uncertainties remain in Earth system models (ESMs) regarding the magnitude of this cooling. In part, ESMs substantially disagree on cloud properties, thermodynamics, the hydrological cycle, and general circulation. Reanalysis provides a useful avenue for exploring the impact of ACI on clouds and radiation because its atmosphere is forced to match realistic conditions through the assimilation of observations. Here, we explore the impact of ACI on clouds in the GiOcean reanalysis – the first to incorporate aerosol-cloud interactions. We contrast variables important for ACI between GiOcean and satellite observations and develop 2-dimensional lookup tables of ACI for both using a source-sink budget perspective to attribute the changes in cloud droplet number (Nd) and liquid water path (LWP) to aerosol and meteorology. A compositing analysis using lookup tables shows that GiOcean captures key aspects of aerosol–cloud–precipitation interactions, including (1) activation of aerosol into cloud droplets, (2) effective precipitation scavenging of Nd, (3) suppression of precipitation by high Nd in regions with heavy aerosol emissions. In contrast, satellite observations do not exhibit clear patterns for processes (2) and (3). Random Forest analysis shows that interannual variability in Nd and LWP over the Northern Hemisphere ocean in GiOcean is primarily driven by precipitation, consistent with satellite observations.

37 INORGANIC, ORGANIC, PHYSICAL, AND ANALYTICAL CH↗

Integrated GW Farm ABM

This Data Repository includes data used for the integrated groundwater- farm ABM model, raw model output from scenario ensemble, and processed outputs that isolate the groundwater storage depletion outcomes for the 35,000 farm cells. Model Inputs: Farm ABM Inputs: This folder contains the input data used by the integrated groundwater - farm ABM modelling script (Python file) used for the high performance computing (HPC) experiments. The sub-folder "data inputs" contains all of the farm attribute data, while the three files in the folder have the hydrogeological data lookup table (NLDAS Cost Curve Attributes.csv), a lookup table (Theis well function table.csv) for the groundwater cost curve function, and the farm indexes and corresponding NLDAS ids for all of the cells run in this experiment (nldas farms subset final.csv). NLDAS Cost curve hydrogeological data: Hydrogeological data aggregated to 1/8 degree resolution and aligned with the NLDAS grid. Parameters include: water depth below ground surface [meters], subsurface porosity [unitless], aquifer depth from ground surface to aquifer bottom [meters], annual average recharge (USGS: mm, Doll: meters), and three different hydraulic conductivity (K) values (meters/day). The three K values represent the mean value from Gleeson et al. (2018), one standard deviation above the mean from Gleeson et al. (2018), and the de Graaf et al. 2020 modifications to certain lithologies. Additional information about these datasets and their processing are documented in the supplement to Yoon et al. 2025 (in review). Output: Raw outputs: This folder contains a .zip file that has model outputs for the entire scenario ensemble. There is one csv for each farm id, using the format "farm farmid cases.csv". The relationship between the farm id and NLDAS id is defined by the "nldas farms subset final.csv" located in the Farm ABM Inputs folder. Each csv has 625 rows, corresponding to 625 combinations of different scenario parameter values. Each row (scenario) represents the outcome of a 100 year simulation. Columns define scenario settings and summary statistics for each scenario. The first four columns define the scenario settings: "hydro ratio," "econ ratio," "K scenario," and "gamma scenario." The hydro and econ ratios are values passed to the modeling script that influence multipliers for other model parameters, as documented in the supplement to Yoon et al. 2025 (in review). The gamma multiplier is a coefficient multiplier applied to the baseline gamma values (values below 1 represent lower unobserved costs compared to baseline, values above 1 represent higher costs). The K scenario names represent K values of: "low": 0.5 m/d, "int 1": 2.5 m/d, "int 2": 10 m/d, "high": 50 m/d, and "gleeson": mean Gleeson K value. "Perc vol depleted" is the fraction of groundwater depleted at the end of the 100 simulation. Processed Output: Derived depletion outcomes from raw outputs: All of the individual csv files from the Raw outputs were aggregated into a single file that has the scenario settings and fraction depletion "Perc vol depleted" for every farm cell, for every scenario. The other two files define relationships between the farm id, NLDAS id, and local and major aquifer units, used for aquifer-level depletion analysis.

Agent based modeling↗

Efficient use of bit planes in the generation of motion stimuli

The production of animated motion sequences on computer-controlled display systems presents a technical problem because large images cannot be transferred from disk storage to image memory at conventional frame rates. A technique is described in which a single base image can be used to generate a broad class of motion stimuli without the need for such memory transfers. This technique was applied to the generation of drifting sine-wave gratings (and by extension, sine wave plaids). For each drifting grating, sine and cosine spatial phase components are first reduced to 1 bit/pixel using a digital halftoning technique. The resulting pairs of 1-bit images are then loaded into pairs of bit planes of the display memory. To animate the patterns, the display hardware's color lookup table is modified on a frame-by-frame basis; for each frame the lookup table is set to display a weighted sum of the spatial sine and cosine phase components. Because the contrasts and temporal frequencies of the various components are mutually independent in each frame, the sine and cosine components can be counterphase modulated in temporal quadrature, yielding a single drifting grating. Using additional bit planes, multiple drifting gratings can be combined to form sine-wave plaid patterns. A large number of resultant plaid motions can be produced from a single image file because the temporal frequencies of all the components can be varied independently. For a graphics device having 8 bits/pixel, up to four drifting gratings may be combined, each having independently variable contrast and speed.

Mulligan, Jeffrey B.↗

Programmable Remapper

Input image remapped rapidly and accurately onto different coordinate grid. Analog/digital electronic image-processing system developed to warp input images onto arbitrary coordinate grids at video rates. Advantages of system include antialiasing effect of many-to-one data path and speed of lookup-table operation. Lookup tables reprogrammed easily with help of computer that generates table values from mathematical description of desired transformation. Applications include real-time corrections of distortions in input optics of image sensors, corrections for repeatable nonlinear scanning, and aiding persons of impaired vision by deliberately distorting images onto remaining functional portions of retinas.

Juday, Richard D.↗

Target Detection Using Fractal Geometry

The concepts and theory of fractal geometry were applied to the problem of segmenting a 256 x 256 pixel image so that manmade objects could be extracted from natural backgrounds. The two most important measurements necessary to extract these manmade objects were fractal dimension and lacunarity. Provision was made to pass the manmade portion to a lookup table for subsequent identification. A computer program was written to construct cloud backgrounds of fractal dimensions which were allowed to vary between 2.2 and 2.8. Images of three model space targets were combined with these backgrounds to provide a data set for testing the validity of the approach. Once the data set was constructed, computer programs were written to extract estimates of the fractal dimension and lacunarity on 4 x 4 pixel subsets of the image. It was shown that for clouds of fractal dimension 2.7 or less, appropriate thresholding on fractal dimension and lacunarity yielded a 64 x 64 edge-detected image with all or most of the cloud background removed. These images were enhanced by an erosion and dilation to provide the final image passed to the lookup table. While the ultimate goal was to pass the final image to a neural network for identification, this work shows the applicability of fractal geometry to the problems of image segmentation, edge detection and separating a target of interest from a natural background.

Fuller, J. Joseph↗

Using neural networks and Dyna algorithm for integrated planning, reacting and learning in systems

The traditional AI answer to the decision making problem for a robot is planning. However, planning is usually CPU-time consuming, depending on the availability and accuracy of a world model. The Dyna system generally described in earlier work, uses trial and error to learn a world model which is simultaneously used to plan reactions resulting in optimal action sequences. It is an attempt to integrate planning, reactive, and learning systems. The architecture of Dyna is presented. The different blocks are described. There are three main components of the system. The first is the world model used by the robot for internal world representation. The input of the world model is the current state and the action taken in the current state. The output is the corresponding reward and resulting state. The second module in the system is the policy. The policy observes the current state and outputs the action to be executed by the robot. At the beginning of program execution, the policy is stochastic and through learning progressively becomes deterministic. The policy decides upon an action according to the output of an evaluation function, which is the third module of the system. The evaluation function takes the following as input: the current state of the system, the action taken in that state, the resulting state, and a reward generated by the world which is proportional to the current distance from the goal state. Originally, the work proposed was as follows: (1) to implement a simple 2-D world where a 'robot' is navigating around obstacles, to learn the path to a goal, by using lookup tables; (2) to substitute the world model and Q estimate function Q by neural networks; and (3) to apply the algorithm to a more complex world where the use of a neural network would be fully justified. In this paper, the system design and achieved results will be described. First we implement the world model with a neural network and leave Q implemented as a look up table. Next, we use a lookup table for the world model and implement the Q function with a neural net. Time limitations prevented the combination of these two approaches. The final section discusses the results and gives clues for future work.

Lima, Pedro↗

Soft-output decoding algorithms in iterative decoding of turbo codes

In this article, we present two versions of a simplified maximum a posteriori decoding algorithm. The algorithms work in a sliding window form, like the Viterbi algorithm, and can thus be used to decode continuously transmitted sequences obtained by parallel concatenated codes, without requiring code trellis termination. A heuristic explanation is also given of how to embed the maximum a posteriori algorithms into the iterative decoding of parallel concatenated codes (turbo codes). The performances of the two algorithms are compared on the basis of a powerful rate 1/3 parallel concatenated code. Basic circuits to implement the simplified a posteriori decoding algorithm using lookup tables, and two further approximations (linear and threshold), with a very small penalty, to eliminate the need for lookup tables are proposed.

Benedetto, S.↗

Soft-Output Decoding Algorithms in Iterative Decoding of Turbo Codes

In this article, we present two versions of a simplified maximum a posteriori decoding algorithm. The algorithms work in a sliding window form, like the Viterbi algorithm, and can thus be used to decode continuously transmitted sequences obtained by parallel concatenated codes, without requiring code trellis termination. A heuristic explanation is also given of how to embed the maximum a posteriori algorithms into the iterative decoding of parallel concatenated codes (turbo codes). The performances of the two algorithms are compared on the basis of a powerful rate 1/3 parallel concatenated code. Basic circuits to implement the simplified a posteriori decoding algorithm using lookup tables, and two further approximations (linear and threshold), with a very small penalty, to eliminate the need for lookup tables are proposed.

Benedetto, S.↗

Preliminary Work for Examining the Scalability of Reinforcement Learning

Researchers began studying automated agents that learn to perform multiple-step tasks early in the history of artificial intelligence (Samuel, 1963; Samuel, 1967; Waterman, 1970; Fikes, Hart & Nilsonn, 1972). Multiple-step tasks are tasks that can only be solved via a sequence of decisions, such as control problems, robotics problems, classic problem-solving, and game-playing. The objective of agents attempting to learn such tasks is to use the resources they have available in order to become more proficient at the tasks. In particular, each agent attempts to develop a good policy, a mapping from states to actions, that allows it to select actions that optimize a measure of its performance on the task; for example, reducing the number of steps necessary to complete the task successfully. Our study focuses on reinforcement learning, a set of learning techniques where the learner performs trial-and-error experiments in the task and adapts its policy based on the outcome of those experiments. Much of the work in reinforcement learning has focused on a particular, simple representation, where every problem state is represented explicitly in a table, and associated with each state are the actions that can be chosen in that state. A major advantage of this table lookup representation is that one can prove that certain reinforcement learning techniques will develop an optimal policy for the current task. The drawback is that the representation limits the application of reinforcement learning to multiple-step tasks with relatively small state-spaces. There has been a little theoretical work that proves that convergence to optimal solutions can be obtained when using generalization structures, but the structures are quite simple. The theory says little about complex structures, such as multi-layer, feedforward artificial neural networks (Rumelhart & McClelland, 1986), but empirical results indicate that the use of reinforcement learning with such structures is promising. These empirical results make no theoretical claims, nor compare the policies produced to optimal policies. A goal of our work is to be able to make the comparison between an optimal policy and one stored in an artificial neural network. A difficulty of performing such a study is finding a multiple-step task that is small enough that one can find an optimal policy using table lookup, yet large enough that, for practical purposes, an artificial neural network is really required. We have identified a limited form of the game OTHELLO as satisfying these requirements. The work we report here is in the very preliminary stages of research, but this paper provides background for the problem being studied and a description of our initial approach to examining the problem. In the remainder of this paper, we first describe reinforcement learning in more detail. Next, we present the game OTHELLO. Finally we argue that a restricted form of the game meets the requirements of our study, and describe our preliminary approach to finding an optimal solution to the problem.

Clouse, Jeff↗

Application of Polarization to the MODIS Aerosol Retrieval Over Land

Reflectance measurements in the visible and infrared wavelengths, from the Moderate Resolution Imaging Spectroradiometer (MODIS), are used to derive aerosol optical thicknesses (AOT) and aerosol properties over land surfaces. The measured spectral reflectance is compared with lookup tables, containing theoretical reflectance calculated by radiative transfer (RT) code. Specifically, this RT code calculates top of the atmosphere (TOA) intensities based on a scalar treatment of radiation, neglecting the effects of polarization. In the red and near infrared (NIR) wavelengths the use of the scalar RT code is of sufficient accuracy to model TOA reflectance. However, in the blue, molecular and aerosol scattering dominate the TOA signal. Here, polarization effects can be large, and should be included in the lookup table derivation. Using a RT code that allows for both vector and scalar calculations, we examine the reflectance differences at the TOA, with and without polarization. We find that the differences in blue channel TOA reflectance (vector - scalar) may reach values of 0.01 or greater, depending on the sun/surface/sensor scattering geometry. Reflectance errors of this magnitude translate to AOT differences of 0.1, which is a very large error, especially when the actual AOT is low. As a result of this study, the next version of aerosol retrieval from MODIS over land will include polarization.

Levy, Robert C.↗

A Flight Control Approach for Small Reentry Vehicles

Flight control of small crew return vehicles during atmospheric reentry will be an important technology in any human space flight mission undertaken in the future. The control system presented in this paper is applicable to small crew return vehicles in which reaction control system (RCS) thrusters are the only actuators available for attitude control. The control system consists of two modules: (i) the attitude controller using the trajectory linearization control (TLC) technique, and (ii) the reaction control system (RCS) control allocation module using a dynamic table-lookup technique. This paper describes the design and implementation of the TLC attitude control and the dynamic table-lookup RCS control allocation for nonimal flight along with design verification test results.

Bevacqoa, Tim↗

Digital Channel Simulator Developed and Tested

The Digital Channel Simulator (DCS) is a real-time test set developed in-house by the NASA Glenn Research Center at Lewis Field that simulates the characteristics of the modulator, demodulator, and transmission medium in a typical communications system to enable controlled laboratory testing of codec pairs. The DCS can support data rates up to 100 megasymbols per second (Msymbols/sec) with symbol sizes up to 10 bits and is compatible with both TTL (transistor transistor logic) and ECL (emitter coupled logic) interfaces. Because of its use of digital integrated circuits (IC's), the DCS offers the user accurate and repeatable testing while maintaining a simple reconfiguration of the modulation scheme and noise characteristics. The PC-based graphical user interface (GUI) assures user friendly operation for configuring, controlling, and monitoring the DCS and system during tests. In a typical communications system, the modulator places a symbol in constellation space and puts it on a carrier to be sent to the demodulator. Because of noise on the channel, the I and Q position in constellation space cannot be recovered exactly, and the received coordinates shift. To mimic this process in the laboratory, the DCS uses a mapper to place the symbol in constellation space. It simulates the shift in coordinates by digitally adding "noise" to the I and Q values. The mapper and noise source are implemented in lookup tables. Modulation schemes and noise characteristics are set by the values loaded in these tables. The mapper also has a pass-through mode to facilitate modulator testing, allowing noise to be added to 8-bit I and Q values of modulated data without a second mapping. To achieve high symbol rates, eight processing circuits are placed in parallel between an ECL demultiplexer and multiplexer. A graphical user interface was developed to calculate, load, and verify the values for the lookup tables. This interface can also be used to debug and verify proper operation of the channel simulator or to control an experiment. Operation of the DCS has been verified through three tests: a low-speed comprehensive system test, a high-speed (20 Msymbols/sec) test of the TTL interface, and a high-speed (100 Msymbols/sec) test of the ECL interface. The DCS is now ready for use by NASA and external customers.

Bizon, Thomas P.↗

The DaveMLTranslator: An Interface for DAVE-ML Aerodynamic Models

It can take weeks or months to incorporate a new aerodynamic model into a vehicle simulation and validate the performance of the model. The Dynamic Aerospace Vehicle Exchange Markup Language (DAVE-ML) has been proposed as a means to reduce the time required to accomplish this task by defining a standard format for typical components of a flight dynamic model. The purpose of this paper is to describe an object-oriented C++ implementation of a class that interfaces a vehicle subsystem model specified in DAVE-ML and a vehicle simulation. Using the DaveMLTranslator class, aerodynamic or other subsystem models can be automatically imported and verified at run-time, significantly reducing the elapsed time between receipt of a DAVE-ML model and its integration into a simulation environment. The translator performs variable initializations, data table lookups, and mathematical calculations for the aerodynamic build-up, and executes any embedded static check-cases for verification. The implementation is efficient, enabling real-time execution. Simple interface code for the model inputs and outputs is the only requirement to integrate the DaveMLTranslator as a vehicle aerodynamic model. The translator makes use of existing table-lookup utilities from the Langley Standard Real-Time Simulation in C++ (LaSRS++). The design and operation of the translator class is described and comparisons with existing, conventional, C++ aerodynamic models of the same vehicle are given.

Hill, Melissa A.↗

Hardware Implementation of a Bilateral Subtraction Filter

A bilateral subtraction filter has been implemented as a hardware module in the form of a field-programmable gate array (FPGA). In general, a bilateral subtraction filter is a key subsystem of a high-quality stereoscopic machine vision system that utilizes images that are large and/or dense. Bilateral subtraction filters have been implemented in software on general-purpose computers, but the processing speeds attainable in this way even on computers containing the fastest processors are insufficient for real-time applications. The present FPGA bilateral subtraction filter is intended to accelerate processing to real-time speed and to be a prototype of a link in a stereoscopic-machine- vision processing chain, now under development, that would process large and/or dense images in real time and would be implemented in an FPGA. In terms that are necessarily oversimplified for the sake of brevity, a bilateral subtraction filter is a smoothing, edge-preserving filter for suppressing low-frequency noise. The filter operation amounts to replacing the value for each pixel with a weighted average of the values of that pixel and the neighboring pixels in a predefined neighborhood or window (e.g., a 9 9 window). The filter weights depend partly on pixel values and partly on the window size. The present FPGA implementation of a bilateral subtraction filter utilizes a 9 9 window. This implementation was designed to take advantage of the ability to do many of the component computations in parallel pipelines to enable processing of image data at the rate at which they are generated. The filter can be considered to be divided into the following parts (see figure): a) An image pixel pipeline with a 9 9- pixel window generator, b) An array of processing elements; c) An adder tree; d) A smoothing-and-delaying unit; and e) A subtraction unit. After each 9 9 window is created, the affected pixel data are fed to the processing elements. Each processing element is fed the pixel value for its position in the window as well as the pixel value for the central pixel of the window. The absolute difference between these two pixel values is calculated and used as an address in a lookup table. Each processing element has a lookup table, unique for its position in the window, containing the weight coefficients for the Gaussian function for that position. The pixel value is multiplied by the weight, and the outputs of the processing element are the weight and pixel-value weight product. The products and weights are fed to the adder tree. The sum of the products and the sum of the weights are fed to the divider, which computes the sum of products the sum of weights. The output of the divider is denoted the bilateral smoothed image. The smoothing function is a simple weighted average computed over a 3 3 subwindow centered in the 9 9 window. After smoothing, the image is delayed by an additional amount of time needed to match the processing time for computing the bilateral smoothed image. The bilateral smoothed image is then subtracted from the 3 3 smoothed image to produce the final output. The prototype filter as implemented in a commercially available FPGA processes one pixel per clock cycle. Operation at a clock speed of 66 MHz has been demonstrated, and results of a static timing analysis have been interpreted as suggesting that the clock speed could be increased to as much as 100 MHz.

Huertas, Andres↗

Decision-Tree Formulation With Order-1 Lateral Execution

A compact symbolic formulation enables mapping of an arbitrarily complex decision tree of a certain type into a highly computationally efficient multidimensional software object. The type of decision trees to which this formulation applies is that known in the art as the Boolean class of balanced decision trees. Parallel lateral slices of an object created by means of this formulation can be executed in constant time considerably less time than would otherwise be required. Decision trees of various forms are incorporated into almost all large software systems. A decision tree is a way of hierarchically solving a problem, proceeding through a set of true/false responses to a conclusion. By definition, a decision tree has a tree-like structure, wherein each internal node denotes a test on an attribute, each branch from an internal node represents an outcome of a test, and leaf nodes represent classes or class distributions that, in turn represent possible conclusions. The drawback of decision trees is that execution of them can be computationally expensive (and, hence, time-consuming) because each non-leaf node must be examined to determine whether to progress deeper into a tree structure or to examine an alternative. The present formulation was conceived as an efficient means of representing a decision tree and executing it in as little time as possible. The formulation involves the use of a set of symbolic algorithms to transform a decision tree into a multi-dimensional object, the rank of which equals the number of lateral non-leaf nodes. The tree can then be executed in constant time by means of an order-one table lookup. The sequence of operations performed by the algorithms is summarized as follows: 1. Determination of whether the tree under consideration can be encoded by means of this formulation. 2. Extraction of decision variables. 3. Symbolic optimization of the decision tree to minimize its form. 4. Expansion and transformation of all nested conjunctive-disjunctive paths to a flattened conjunctive form composed only of equality checks when possible. If each reduced conjunctive form contains only equality checks and all of these forms use the same variables, then the decision tree can be reduced to an order-one operation through a table lookup. The speedup to order one is accomplished by distributing each decision variable over a surface of a multidimensional object by mapping the equality constant to an index

James, Mark↗

Calibration Test Set for a Phase-Comparison Digital Tracker

An apparatus that generates four signals at a frequency of 7.1 GHz having precisely controlled relative phases and equal amplitudes has been designed and built. This apparatus is intended mainly for use in computer-controlled automated calibration and testing of a phase-comparison digital tracker (PCDT) that measures the relative phases of replicas of the same X-band signal received by four antenna elements in an array. (The relative direction of incidence of the signal on the array is then computed from the relative phases.) The present apparatus can also be used to generate precisely phased signals for steering a beam transmitted from a phased antenna array. The apparatus (see figure) includes a 7.1-GHz signal generator, the output of which is fed to a four-way splitter. Each of the four splitter outputs is attenuated by 10 dB and fed as input to a vector modulator, wherein DC bias voltages are used to control the in-phase (I) and quadrature (Q) signal components. The bias voltages are generated by digital-to-analog- converter circuits on a control board that receives its digital control input from a computer running a LabVIEW program. The outputs of the vector modulators are further attenuated by 10 dB, then presented at high-grade radio-frequency connectors. The attenuation reduces the effects of changing mismatch and reflections. The apparatus was calibrated in a process in which the bias voltages were first stepped through all possible IQ settings. Then in a reverse interpolation performed by use of MATLAB software, a lookup table containing 3,600 IQ settings, representing equal amplitude and phase increments of 0.1 , was created for each vector modulator. During operation of the apparatus, these lookup tables are used in calibrating the PCDT.

Boas, Amy↗

Effect of Thin Cirrus Clouds on Dust Optical Depth Retrievals From MODIS Observations

The effect of thin cirrus clouds in retrieving the dust optical depth from MODIS observations is investigated by using a simplified aerosol retrieval algorithm based on the principles of the Deep Blue aerosol property retrieval method. Specifically, the errors of the retrieved dust optical depth due to thin cirrus contamination are quantified through the comparison of two retrievals by assuming dust-only atmospheres and the counterparts with overlapping mineral dust and thin cirrus clouds. To account for the effect of the polarization state of radiation field on radiance simulation, a vector radiative transfer model is used to generate the lookup tables. In the forward radiative transfer simulations involved in generating the lookup tables, the Rayleigh scattering by atmospheric gaseous molecules and the reflection of the surface assumed to be Lambertian are fully taken into account. Additionally, the spheroid model is utilized to account for the nonsphericity of dust particles In computing their optical properties. For simplicity, the single-scattering albedo, scattering phase matrix, and optical depth are specified a priori for thin cirrus clouds assumed to consist of droxtal ice crystals. The present results indicate that the errors in the retrieved dust optical depths due to the contamination of thin cirrus clouds depend on the scattering angle, underlying surface reflectance, and dust optical depth. Under heavy dusty conditions, the absolute errors are comparable to the predescribed optical depths of thin cirrus clouds.

Feng, Qian↗

Use of Fluka to Create Dose Calculations

Monte Carlo codes provide an effective means of modeling three dimensional radiation transport; however, their use is both time- and resource-intensive. The creation of a lookup table or parameterization from Monte Carlo simulation allows users to perform calculations with Monte Carlo results without replicating lengthy calculations. FLUKA Monte Carlo transport code was used to develop lookup tables and parameterizations for data resulting from the penetration of layers of aluminum, polyethylene, and water with areal densities ranging from 0 to 100 g/cm^2. Heavy charged ion radiation including ions from Z=1 to Z=26 and from 0.1 to 10 GeV/nucleon were simulated. Dose, dose equivalent, and fluence as a function of particle identity, energy, and scattering angle were examined at various depths. Calculations were compared against well-known results and against the results of other deterministic and Monte Carlo codes. Results will be presented.

Lee, Kerry T.↗