Given infinite computing power an excellent way of modelling a cloud would be to reproduce every molecule and
every photon in a computer and then simulate their movement throughout the cloud. Unfortunately this requires
more computing power than is ever likely to be available so some form of simplification is required.
The basic principle behind the Monte Carlo method is to attempt to model the cloud by recreating a
representative fraction of the photons in a cloud and tracing their motion. Clearly the more photons that can
be followed the more accurate the results will be, but the longer a program will take to run. The technique
described by Bernes [5] assigns each model photon to represent a large number of real photons. In a
3-D model a large number of cubes are stacked together to form one large cube (this is usually the case
although there is no good reason why another shape - eg. a rectangle - may not be used except for the extra
programming complications). Each cube has a certain number of model photons assigned to random locations
within it which are then emitted
in random directions. Each model photon has a weighting assigned to it which
measures how many real photons it represents. The path of each model photon is traced through the cloud (ie.
through the other cubes in its path) and its weighting is adjusted as it passes through each cube. The
weighting will be adjusted downward to take into account absorption and upward to take into account stimulated
emission. If there are considered to be
and
molecules per unit volume in levels
and
respectively (with
being the upper level and
the lower level) in cube
then there will be
Each model photon travels a certain distance in its direction of motion and then the optical depth for that
segment is calculated by
This process is repeated for each step along the direction of motion of the photon until the photon exits the
cloud (this at least is the principle - in practice it may be more sensible to stop following the photon when its weight drops
below a certain level representing when all the real photons it represents have been absorbed). Combining
equations 3.9, 3.10 & 3.11 and using
then yields the general equation describing the
number of excitations per molecule in the i
cube caused by the k
step of the photon is
given by
As would be expected the quality of the results depends on the number of model photons used and 'the random
error in the results is approximately inversely proportional to the square root of the number of simulated
photons' [16]. Thus significant improvements in accuracy require large increases in computing power.
Generally on the order of 10-10
model photons are needed for modelling a 3-D cloud with somewhat less
needed for 1-D modelling. The models run by Park & Hong used just over 14,000 cubes arranged to form a sphere
(ie. a
cube with the corners removed). Both Park & Hong and Juvela have thus far
restricted themselves to studying the effects of clumpiness in clouds rather than the effects of
non-spherically symmetric mass distribution and velocity that have been studied here.
There does not seem to be any overwhelming advantage of the Monte Carlo method over the Stenholm method except perhaps its proponents claim that it is easier to program. Its main disadvantage is that it is relatively computer intensive compared to the Stenholm method. It seems that the main benefit of having two completely different techniques is to increase confidence in the results if both methods give similar results.