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David Bizzozero

Publications and source records attributed to David Bizzozero.

2 recordsLinked to original sources

AI Acceleration of Muon Collider R&D: A Report from the AI4MuC Workshop

A Muon Collider is one of the most attractive routes to multi-TeV lepton collisions, but it requires the accelerator and detector communities to solve a tightly coupled set of problems that have no close precedent in an operating collider. Muons must be produced, captured, cooled, accelerated, and collided before they decay. The detector must then extract clean physics from an environment dominated by decay products from the beamline. Artificial intelligence is not a substitute for accelerator physics, detector design, or engineering validation. It is, however, unusually well matched to several of the central obstacles: high-dimensional design spaces, expensive simulations, coupled subsystem trade-offs, and workflows that are currently too slow or too fragile to support broad design exploration. This report distills the AI4MuC workshop into a summary of AI use cases with the potential to change the pace of Muon Collider R&D, organized around the following physics bottlenecks: muon production and capture, ionization cooling, magnet and RF technology, detector design in beam-induced background, background simulation and generation, reconstruction, and software.

physics.acc-ph↗

Delayed-Light Rendering for Superluminal Objects

We present a real-time rendering method for scenes perceived through signals of finite speed $c$ in a non-relativistic setting: $c$ is a property of the imaging signal, not the causal speed limit, so bodies may move faster than $c$. A superluminal body presents several simultaneous images; pairs are created and annihilated in caustic flashes, and some branches play backward in time. Rather than approximating these effects, we enumerate them as roots of an emission condition posed against recorded state history, exact at every point solved, up to one stated approximation for moving observers. Because a fixed-step simulation records piecewise-linear history, the emission condition restricted to one history segment is a quadratic whose discriminant detects image-pair creation and whose slope classifies each image's playback direction, rate, and brightness. Perception is not tied to a single reference point: a global perceived state is built for an arbitrary finite set of observation events, and the delay landscape is the upper envelope of their backward light cones. A monotonic emission clamp guarantees the picture never regresses to images older than those already shown. Per-vertex solves shear bodies straddling delay gradients, and pre-generated frame-sequence assets are adapted by treating them as $(x,y,t)$ volumes sliced by the solved emission surface, so playback rate, reversal, and intra-body de-phasing arise with no animation-specific code. The exposition and implementations are planar: the emission condition and its per-segment solve are norm conditions, independent of dimension, but the visibility and occlusion questions a 3D renderer must answer are out of scope. The method is deployed in a released real-time strategy game; we describe the optimizations that make it run at interactive rates, and measure the algorithms through independent reference implementations.

cs.GR↗