QuadVtx vertex reconstruction
DUNE FD sim/reco meeting 2 Sep, 2019 Chris Backhouse University College London
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QuadVtx vertex reconstruction DUNE FD sim/reco meeting 2 Sep, 2019 - - PowerPoint PPT Presentation
QuadVtx vertex reconstruction DUNE FD sim/reco meeting 2 Sep, 2019 Chris Backhouse University College London 1 / 16 Introduction Independent vertex can be useful as input to other algorithms Presenting a very simple hit-based approach
DUNE FD sim/reco meeting 2 Sep, 2019 Chris Backhouse University College London
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◮ Independent vertex can be useful as input to other algorithms ◮ Presenting a very simple hit-based approach ◮ Using MCC11 FD νµ files
/pnfs/dune/tape backed/dunepro/mcc11/protodune/mc/full-reconstructed/*/nu dune10kt 1x2x6*gen g4 detsim reco.root
(despite misleading directory name)
◮ Input is all hitfd RecoHits in the event (these are disambiguated
with a real algorithm)
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◮ Inspired by two-point Hough Transform ◮ Two points define a line, four can define the intersection of two lines
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◮ Inspired by two-point Hough Transform ◮ Two points define a line, four can define the intersection of two lines
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◮ Inspired by two-point Hough Transform ◮ Two points define a line, four can define the intersection of two lines ◮ Permutations give different valid “votes” for the vertex position
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◮ Inspired by two-point Hough Transform ◮ Two points define a line, four can define the intersection of two lines ◮ Permutations give different valid “votes” for the vertex position ◮ Combinations that cause a “track” to straddle the vertex are skipped
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◮ Computationally intractable to try all combinations of four points ◮ Restrict to random subset of 10,000,000 quadruplets ◮ Fill map in each of the three views (dropped bins <5% of peak here) ◮ Find 3D point with highest sum when projected into the three maps
500 600 700 800 900 1000 1100 1200 50 100 150 200 250 300
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◮ Computationally intractable to try all combinations of four points ◮ Restrict to random subset of 10,000,000 quadruplets ◮ Fill map in each of the three views (dropped bins <5% of peak here) ◮ Find 3D point with highest sum when projected into the three maps ◮ Zoom in to mm resolution and repeat
604 604.5 605 605.5 606 606.5 607 607.5 608 608.5 178.5 179 179.5 180 180.5 181 181.5 182 182.5 183
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Shouldn’t you do error propagation?
◮ Could take a ∼5mm error on each point, compute the error on the
implied vertex, and fill a gaussian into the accumulation space
◮ That’s a lot more computation time per quadruplet ◮ If the points really do jitter around I should get the same aggregate
smearing over my large ensemble Shouldn’t you weight by the energy of the hits?
◮ Has a nice property that splitting a hit into two smaller hits in the
same place leaves the map unchanged. Better way to treat showers?
◮ I tried this and it didn’t work so well in practice, not sure why
Some quadruplet topologies are unlikely to point to a vertex
◮ I didn’t want to introduce too much model dependence ◮ Open to exploring simple cuts for this if they help
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◮ Same event as earlier, but in all three views
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◮ Vertex separated from tracks is well-reconstructed
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◮ Longer track segments point here than to the true vertex :(
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◮ Find a secondary vertex. I now require the vertex to be in the
upstream 1/4 of the event. This is the only directional bias anywhere
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◮ More complex event – almost right
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◮ More complex event – good, avoids secondary vertex
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◮ Very busy events can also work well
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◮ Very busy events can also work well
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◮ Very busy events can also work well – this one is a bit downstream
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4 − 2 − 2 4
(cm)
true
reco
x
1000 2000 3000 4000 5000
Events Pandora QuadVtx
4 − 2 − 2 4
(cm)
true
reco
y
500 1000 1500 2000
Events Pandora QuadVtx
4 − 2 − 2 4
(cm)
true
reco
z
500 1000 1500 2000
Events Pandora QuadVtx
200 400 600 800 1000
Distance from true vertex (cm)
0.2 0.4 0.6 0.8 1
Cumulative fraction of events
Pandora QuadVtx
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4 − 2 − 2 4
(cm)
true
reco
x
1000 2000 3000 4000 5000
Events Pandora QuadVtx
4 − 2 − 2 4
(cm)
true
reco
y
500 1000 1500 2000
Events Pandora QuadVtx
4 − 2 − 2 4
(cm)
true
reco
z
500 1000 1500 2000
Events Pandora QuadVtx
20 40 60 80 100
Distance from true vertex (cm)
0.2 0.4 0.6 0.8 1
Cumulative fraction of events
Pandora QuadVtx
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4 − 2 − 2 4
(cm)
true
reco
x
1000 2000 3000 4000 5000
Events Pandora QuadVtx
4 − 2 − 2 4
(cm)
true
reco
y
500 1000 1500 2000
Events Pandora QuadVtx
4 − 2 − 2 4
(cm)
true
reco
z
500 1000 1500 2000
Events Pandora QuadVtx
1 −
10 1 10
2
10
3
10
Distance from true vertex (cm)
0.2 0.4 0.6 0.8 1
Cumulative fraction of events
Pandora QuadVtx
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◮ Warning: can’t read recob::Vertex object after v08 15 01
https://cdcvs.fnal.gov/redmine/issues/23013 https://sft.its.cern.ch/jira/browse/ROOT-10271
◮ Pandora does a little better ◮ But QuadVtx has fewer errors >2m. . . ◮ Achieved with a very simple and fast procedure
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