|Message: Re: Replicas vs Navigation for large voxel numbers||Not Logged In (login)|
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On Mon, 07 Dec 2009 13:47:55 GMT, Pedro Arce wrote: > If you use G4PhantomParameterisation there is an option to avoid filling > the material indices set (sorry, I will document it): if you do not > define the material indices, it will always return index = 0 (the first > material in your list).
Thanks! I tried that and it will run with 1000x1000x1000 voxels! It's about a factor of 3 slower than my 'virtual' navigation method, though there seems a significant start up time (e.g. running 100 events doesn't take a factor of 100 longer than 1 event) - so for large jobs it may not be so bad.
I did wonder about adding the step length correction to my 'virtual' navigator to enable a full comparison (as in
> In any case, I think the memory problem you will have will not be > related to the material indices, but to the map that is used for keeping > the deposited energy in each voxel. Geant4 scorers use a > std::map
So far this seems to be o.k. - I'm using my own scorer with a
> The regular parameterisation is of course thought for box-like > geometries, but if your volume is a tube you may use a parallel geometry > for scoring.
I'll have a look at using parallel worlds for scoring - I'd rather avoid this if possible though it'll be useful to compare with regular navigation.
Thanks again for the help!