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#cfd

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Getting a bit further with my exploration of Computational Fluid Dynamics (CFD) this evening. Using the mighty @FreeCAD I've modelled this "Ballute" style parachute and simulated it descending at 6m/s in air. The air velocity is plotted in the images. Ace to see the turbulence in the point cloud/steam chaser view. If any #CFD experts fancy a chat.... I HAVE QUESTIONS! #OpenFOAM #FreeCAD

Following on from my earlier stuff about being inspired about parachute/recovery systems and Ballute design in @FreeCAD I've dived into setting up the CfDoF workbench and bashing through a simple tutorial pushing water through a stepped tube. I think I borked the glyph a little, but I feel like I've learnt a little... and seen a LOT to learn. #OpenFOAM #CFD #Paraview

I made this #FluidX3D #CFD simulation run on a frankenstein zoo of 🟥AMD + 🟩Nvidia + 🟦Intel #GPU​s! 🖖🤪
youtube.com/watch?v=_8Ed8ET9gB

The ultimate SLI abomination setup:
- 1x Nvidia A100 40GB
- 1x Nvidia Tesla P100 16GB
- 2x Nvidia A2 15GB
- 3x AMD Instinct MI50
- 1x Intel Arc A770 16GB

I split the 2.5B cells in 9 domains of 15GB - A100 takes 2 domains, the other GPUs 1 domain each. The GPUs communicate over PCIe via #OpenCL.

Huge thanks to Tobias Ribizel from TUM for the hardware!

I got access to @LRZ_DE's new coma-cluster for #OpenCL benchmarking and experimentation 🖖😋💻🥨🍻
I've added a ton of new #FluidX3D #CFD #GPU​/​#CPU benchmarks:
github.com/ProjectPhysX/FluidX

Notable hardware configurations include:
- 4x H100 NVL 94GB
- 2x Nvidia L40S 48GB
- 2x Nvidia A2 15GB datacenter toaster
- 2x Intel Arc A770 16GB
- AMD+Nvidia SLI abomination consisting of 3x Instinct MI50 32GB + 1x A100 40GB
- AMD Radeon 8060S (chonky Ryzen AI Max+ 395 iGPU with quad-channel RAM) thanks to @cheese

GitHubGitHub - ProjectPhysX/FluidX3D: The fastest and most memory efficient lattice Boltzmann CFD software, running on all GPUs and CPUs via OpenCL. Free for non-commercial use.The fastest and most memory efficient lattice Boltzmann CFD software, running on all GPUs and CPUs via OpenCL. Free for non-commercial use. - ProjectPhysX/FluidX3D

This thread about writing games vs writing game engines <peoplemaking.games/@eniko/1141> by @eniko, and the comments within by many other people, is a fascinating read for me, particularly in relation to the similarities and the differences with our experience in the development of what is, for all intents and purposes, a #CFD engine, but also many of the test cases it has been used for.

For many #ComputationalFluidDynamics methods, it's actually pretty simple to write an implementation for a “trivial” test case (straight walls, right angles if any at all, periodic boundary conditions, etc). We did that for example in a couple of hours during the MODCLIM 2016 training school modclim.ulpgc.es/index.php/eve

Things become quickly non-trivial as soon as you start needing

1. non-trivial geometries

and

2. more complex physics and/or more sophisticated methods.

1/

People Making GamesEniko Fox (@eniko@peoplemaking.games)once again thinking about how people say stuff like "make your own engine if you never wanna ship a game" in one week working part time i created a 3D tilemap engine with chunking, texture atlasing, camera rotation controls and mouse picking targets without gpu readback meanwhile we've been working on a content update for kitsune tails since august. most of that time was spent on game design, art, maps, and playtesting, not even any new code until february, and it's still not done making a custom engine just for the game you're making is not the time consuming part. making the actual game *is*
Replied in thread

@majeriisli @CCochard

I like that.
In the times when I was doing #CFD, which usually stands for computational fluid dynamics but that envious experimentalists dubbed colourful fluid dynamics, I once presented the dynamics of a gravity current in black and white, with just isolines of density.
I was very happy with the reaction of a colleague: he told me an empirical universal constant was number of colours times reliability of the numerics, so that my work was probably pretty good :)

#FluidX3D #CFD v3.2 is out! I've implemented the much requested #GPU summation for object force/torque; it's ~20x faster than #CPU #multithreading. 🖖😋
Horizontal sum in #OpenCL was a nice exercise - first local memory reduction and then hardware-supported atomic floating-point add in VRAM, in a single-stage kernel. Hammering atomics isn't too bad as each of the ~10-340 workgroups dispatched at a time does only a single atomic add.
Also improved volumetric #raytracing!
github.com/ProjectPhysX/FluidX

Hot Aisle's 8x AMD #MI300X server is the fastest computer I've ever tested in #FluidX3D #CFD, achieving a peak #LBM performance of 205 GLUPs/s, and a combined VRAM bandwidth of 23 TB/s. 🖖🤯
The #RTX 5090 looks like a toy in comparison.

MI300X beats even Nvidia's GH200 94GB. This marks a very fascinating inflection point in #GPGPU: #CUDA is not the performance leader anymore. 🖖😛
You need a cross-vendor language like #OpenCL to leverage its power.

FluidX3D on #GitHub: github.com/ProjectPhysX/FluidX

I'm going to take advantage of the current #eruption on Mt #Etna to discuss some of the challenges of #modelling #lava flows. Buckle up (or just silence me) because this is going to be a long thread.

First of all, why do we want to model lava flows? The answer most definitely isn't «because we can», since —as I'm going to explain momentarily— we actually cannot. Still having an idea about how lava flows and sets in place is a powerful tool for the assessment (and possibly mitigation) of the associated #hazard and #risk: if we can tell how lava flows, we can tell which areas are going to be reached by the lava, and hopefully also improve the design of tactical and strategic actions that can be taken to minimize the damage.

(Of course, whether or not those actions will then be taken is an entirely different matter, but that's mostly politics, not science.)

1/

#FluidX3D #CFD v3.1 is out! I have updated the #OpenCL headers for better device specs detection via device ID and #Nvidia compute capability, fixed broken voxelization on some #GPU​s and added a workaround for a CPU compiler bug that corrupted rendering. Also #AMD GPUs will now show up with their correct name (no idea why AMD can't report it as CL_DEVICE_NAME like every other sane vendor and instead need CL_DEVICE_BOARD_NAME_AMD extension...)
Have fun! 🖖😉
github.com/ProjectPhysX/FluidX

Thank you for using FluidX3D! Update v3.1 brings two critical bug fixes/workarounds and various small improvements under the hood:

Improvements

faster enqueueReadBuffer() on modern CPUs with 64-B...
GitHubRelease FluidX3D v3.1 (more bug fixes) · ProjectPhysX/FluidX3DThank you for using FluidX3D! Update v3.1 brings two critical bug fixes/workarounds and various small improvements under the hood: Improvements faster enqueueReadBuffer() on modern CPUs with 64-B...

How CO2 Gets Into the Ocean

Our oceans absorb large amounts of atmospheric carbon dioxide. Liquid water is quite good at dissolving carbon dioxide gas, which is why we have seltzer, beer, sodas, and other carbonated drinks. The larger the surface area between the atmosphere and the ocean, the more quickly carbon dioxide gets dissolved. So breaking waves — which trap lots of bubbles — are a major factor in this carbon exchange.

This video shows off numerical simulations exploring how breaking waves and bubbly turbulence affect carbon getting into the ocean. The visualizations are gorgeous, and you can follow the problem from the large-scale (breaking waves) all the way down to the smallest scales (bubbles coalescing). (Video and image credit: S. Pirozzoli et al.)