2007
DOI: 10.1364/oe.15.014086
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Shape based Monte Carlo code for light transport in complex heterogeneous Tissues

Abstract: A Monte Carlo code for the calculation of light transport in heterogeneous scattering media is presented together with its validation. Triangle meshes are used to define the interfaces between different materials, in contrast with techniques based on individual volume elements. This approach allows to address realistic problems in a flexible way. A hierarchical spatial organisation enables a fast photon-surface intersection test. The application of the new environment to evaluate the impact of the trabecular s… Show more

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Cited by 57 publications
(47 citation statements)
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“…To meet our goal, we adopted the ray/surface (sphere and cone) intersection algorithms for our photon transport model [17]. This is in contrast to currently available MC variants supporting the complex surface [18][19][20][21], since they mostly rely on meshing the surface with two-dimensional geometric primitives (triangle and polygon). Such direct utilization of the three-dimensional geometric primitives reduces the meshing error from approximations of the cone and sphere with the flat pieces, and avoids computational inefficiency from using the dense mesh.…”
Section: Monte Carlo Simulation Methodsmentioning
confidence: 99%
“…To meet our goal, we adopted the ray/surface (sphere and cone) intersection algorithms for our photon transport model [17]. This is in contrast to currently available MC variants supporting the complex surface [18][19][20][21], since they mostly rely on meshing the surface with two-dimensional geometric primitives (triangle and polygon). Such direct utilization of the three-dimensional geometric primitives reduces the meshing error from approximations of the cone and sphere with the flat pieces, and avoids computational inefficiency from using the dense mesh.…”
Section: Monte Carlo Simulation Methodsmentioning
confidence: 99%
“…22 A more recent approach to modeling turbid media is based on a surface mesh method proposed by Cote and Vitkin 23 and Margallo-Balbas and French. 24 In this approach, the surface of every homogeneous region of the turbid media is represented by a surface mesh. But a high-computational cost is involved in locating the intersection of the path of a photon with its enclosing surface mesh.…”
Section: Introductionmentioning
confidence: 99%
“…[4][5][6][7][8][9] Much work has been done to improve the efficiency of a MC simulation for modeling light propagation in turbid media. [10][11][12][13][14] Based on the information generated by a single MC baseline simulation, the scaling methods were developed for a wide range of optical properties. 15, 16 Liebert et al applied a similar concept to simulate the time-resolved fluorescence imaging in layered turbid media using the MC method.…”
Section: Introductionmentioning
confidence: 99%
“…12 However, Binzoni et al pointed out that the voxel-based model (tMCimg) was difficult to incorporate precise boundary information. 13 MargalloBalbas et al, therefore, explored a shape-based method (triMC3D) 14 and used triangle meshes to define the complex boundary structures. This shape-based method gives a more accurate description of the interface than the voxel-based approaches.…”
Section: Introductionmentioning
confidence: 99%