sph_opengl | SPH simulation in OpenGL compute shader

 by   multiprecision C++ Version: Current License: MIT

kandi X-RAY | sph_opengl Summary

kandi X-RAY | sph_opengl Summary

sph_opengl is a C++ library typically used in Simulation applications. sph_opengl has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

SPH simulation in OpenGL compute shader.
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              sph_opengl has a low active ecosystem.
              It has 53 star(s) with 6 fork(s). There are 5 watchers for this library.
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              It had no major release in the last 6 months.
              sph_opengl has no issues reported. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of sph_opengl is current.

            kandi-Quality Quality

              sph_opengl has no bugs reported.

            kandi-Security Security

              sph_opengl has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              sph_opengl is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              sph_opengl releases are not available. You will need to build from source code and install.
              Installation instructions are available. Examples and code snippets are not available.

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            sph_opengl Key Features

            No Key Features are available at this moment for sph_opengl.

            sph_opengl Examples and Code Snippets

            No Code Snippets are available at this moment for sph_opengl.

            Community Discussions

            QUESTION

            Smoothed Particle Hydrodynamics - Particle Density Estimation Issue
            Asked 2017-Aug-29 at 23:16

            I'm currently writing an SPH Solver using CUDA on https://github.com/Mathiasb17/sph_opengl.

            I have pretty good results and performances but in my mind they still seem pretty weird for some reason :

            In some implementations, i saw that a particle does not contribute to its own internal forces (which would be 0 anyways due to the formulas), but it does contribute to its own density.

            My simulations work "pretty fine" (i don't like "pretty fine", i want it perfect) and in my implementation a particle does not contribute to its own density.

            Besides when i change the code so it does contribute to its own density, the resulting simulation becomes way too unstable (particles explode).

            I asked this to a lecturer in physics based animation, he told me a particle should not contribute to its density, but did not give me specific details about this assertion.

            Any idea of how it should be ?

            ...

            ANSWER

            Answered 2017-Aug-29 at 23:16

            As long as you calculate the density with the summation formula instead of the continuity equation, yes you need to do it with self-contribution.

            Here is why:

            SPH is an interpolation scheme, which allows you to interpolate a specific value in any position in space over a particle cloud. Any position means you are not restricted to evaluate it on a particle, but anywhere in space. If you do so, obviously you need to consider all particles within the influence radius. From this point of view, it is easy to see that interpolating a quantity at a particle's position does not influence its contribution.

            For other quantities like forces, where the derivative of some quantity is approximated, you don't need to apply self-contribution (that would lead to the evaluation of 0/0).

            To discover the source of the instability:

            • check if the kernel is normalised
            • are the stiffness of the liquid and the time step size compatible (for the weakly compressible case)?

            Source https://stackoverflow.com/questions/44848185

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install sph_opengl

            Install Visual Studio 2017.
            Install the latest graphics driver with OpenGL 4.6 support.
            Install Vulkan SDK to compile GLSL shaders into SPIR-V format.
            Install Python 3 to run shader compilation script.
            Run shader/compile.py to compile shaders.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            CLONE
          • HTTPS

            https://github.com/multiprecision/sph_opengl.git

          • CLI

            gh repo clone multiprecision/sph_opengl

          • sshUrl

            git@github.com:multiprecision/sph_opengl.git

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