Yes, I do 4th order interpolation (M4') on the GPU. This paper is for 3rd order, though, but the methods may extend. I suppose because the fetches are generally to similar memory regions, there may not be a substantial…
People who run WSL are not normal users. The filesystem problems make Windows+WSL feel like a Trabant when you're used to a Porsche.
On the other side, I am a lifelong Linux user, and even with advanced LLMs, trying to get Microsoft Windows to behave sanely takes hours every month for years on end (thanks, day job). Things Linux figured out in 2003…
Before you go adding vorticity confinement, consider performing a higher-order backward advection scheme (Runge-Kutta 2nd or similar), and using a higher-order interpolation method (triangle-shaped cloud instead of…
You are correct: Stable Fluids extends to 3d relatively easily.
One of the nice aspects of Stable Fluids is that you don't need to iterate the pressure correction terms to convergence. Just run a fixed number of Jacobi or Gauss-Seidel sweeps and keep performance consistent. The only…
Then you want Foundations of Multidimensional and Metric Data Structures by Samet. Unless you already have it, then enjoy some pretty (organic) trees.
Sure, I usually measure performance of methods like these in terms of FLOP/s; getting 50-65% of theoretical peak FLOP/s for any given CPU or GPU hardware is close to ideal.
Quadtrees and octrees are themselves quite deep research areas. If the acceleration data structures interest you, I highly recommend Hanan Samet's book "Foundations of Multidimensional and Metric Data Structures". It's…
Note that even without an acceleration structure ("direct summation" in N-body research terminology), a CUDA program or GLSL shader program can exceed 60 fps with 10,000 to 20,000 particles. And a parallel,…
The general algorithm used here (of computing attraction and repulsion forces between pairs of particles) is very similar to that used in simulations of many interesting phenomena in physics. Start with Smoothed…
Thank you - I was just about to point out some of that. The reason that the flocks are tight is because the separation "force" is normally computed as a repulsion between a target boid and all other nearby boids…
Just a few volumes from my bookshelf related to this: Network Analysis in Geography, Haggett and Chorley Cities and Complexity, Batty Urban Grids, Busquets et al
Let's be a little more clear: these are not "laws" as much as they are scaling relationships, this is not "new math" (see Ziph and others), and central planning has always had an impact on city development.…
Something doesn't add up here. The listed peak fp64 performance assumes one fp64 operation per clock per thread, yet there's very little description of how each PE performs 8 flops per cycle, only "threads are paired up…
Exactly this. Whenever I talk about how I got started in computer art over 40 years ago, I always mention the fact that a screen back then was a one-way device: TV network to you. Basic home computers HAD to plug into…
Yes, this appears to use Stam's Stable Fluids algorithm. Look for the phrases "semi-Lagrangian advection" and "pressure correction" to see the important functions. The 3d version seems to use trilinear interpolation,…
Um, no? This is a fine collection of links - much to learn! - but the connection between flow and gravitation is (in my understanding) limited to both being Green's function solutions of a Poisson problem.…
It is a fudge if you really are trying to simulate true point masses. Mathematically, it's solving for the force between fuzzy blobs of mass.
Supercomputers will simulate trillions of masses. The HACC code, commonly used to verify the performance of these machines, uses a uniform grid (interpolation and a 3D FFT) and local corrections to compute the motion of…
Yes, the author uses a globally-adaptive time stepper, which is only efficient for very small N. There are adaptive time step methods that are local, and those are used for large systems. If you see bodies flung out…
I can't recommend cards, but you are absolutely correct about porting CUDA to HIP: there was (is?) a hipify program in rocm that does most of the work.
The US Treasury has one, though. Not sure if that satisfies the above criteria.
Here's one that starts with the concept of a straight line and builds all the way to string theory. It's a monumental book, and it still challenges me. Roger Penrose's The Road To Reality.
If you love this aesthetic and the concepts beneath it, I highly recommend Paolo Soleri's Arcology: The City in the Image of Man.
Yes, I do 4th order interpolation (M4') on the GPU. This paper is for 3rd order, though, but the methods may extend. I suppose because the fetches are generally to similar memory regions, there may not be a substantial…
People who run WSL are not normal users. The filesystem problems make Windows+WSL feel like a Trabant when you're used to a Porsche.
On the other side, I am a lifelong Linux user, and even with advanced LLMs, trying to get Microsoft Windows to behave sanely takes hours every month for years on end (thanks, day job). Things Linux figured out in 2003…
Before you go adding vorticity confinement, consider performing a higher-order backward advection scheme (Runge-Kutta 2nd or similar), and using a higher-order interpolation method (triangle-shaped cloud instead of…
You are correct: Stable Fluids extends to 3d relatively easily.
One of the nice aspects of Stable Fluids is that you don't need to iterate the pressure correction terms to convergence. Just run a fixed number of Jacobi or Gauss-Seidel sweeps and keep performance consistent. The only…
Then you want Foundations of Multidimensional and Metric Data Structures by Samet. Unless you already have it, then enjoy some pretty (organic) trees.
Sure, I usually measure performance of methods like these in terms of FLOP/s; getting 50-65% of theoretical peak FLOP/s for any given CPU or GPU hardware is close to ideal.
Quadtrees and octrees are themselves quite deep research areas. If the acceleration data structures interest you, I highly recommend Hanan Samet's book "Foundations of Multidimensional and Metric Data Structures". It's…
Note that even without an acceleration structure ("direct summation" in N-body research terminology), a CUDA program or GLSL shader program can exceed 60 fps with 10,000 to 20,000 particles. And a parallel,…
The general algorithm used here (of computing attraction and repulsion forces between pairs of particles) is very similar to that used in simulations of many interesting phenomena in physics. Start with Smoothed…
Thank you - I was just about to point out some of that. The reason that the flocks are tight is because the separation "force" is normally computed as a repulsion between a target boid and all other nearby boids…
Just a few volumes from my bookshelf related to this: Network Analysis in Geography, Haggett and Chorley Cities and Complexity, Batty Urban Grids, Busquets et al
Let's be a little more clear: these are not "laws" as much as they are scaling relationships, this is not "new math" (see Ziph and others), and central planning has always had an impact on city development.…
Something doesn't add up here. The listed peak fp64 performance assumes one fp64 operation per clock per thread, yet there's very little description of how each PE performs 8 flops per cycle, only "threads are paired up…
Exactly this. Whenever I talk about how I got started in computer art over 40 years ago, I always mention the fact that a screen back then was a one-way device: TV network to you. Basic home computers HAD to plug into…
Yes, this appears to use Stam's Stable Fluids algorithm. Look for the phrases "semi-Lagrangian advection" and "pressure correction" to see the important functions. The 3d version seems to use trilinear interpolation,…
Um, no? This is a fine collection of links - much to learn! - but the connection between flow and gravitation is (in my understanding) limited to both being Green's function solutions of a Poisson problem.…
It is a fudge if you really are trying to simulate true point masses. Mathematically, it's solving for the force between fuzzy blobs of mass.
Supercomputers will simulate trillions of masses. The HACC code, commonly used to verify the performance of these machines, uses a uniform grid (interpolation and a 3D FFT) and local corrections to compute the motion of…
Yes, the author uses a globally-adaptive time stepper, which is only efficient for very small N. There are adaptive time step methods that are local, and those are used for large systems. If you see bodies flung out…
I can't recommend cards, but you are absolutely correct about porting CUDA to HIP: there was (is?) a hipify program in rocm that does most of the work.
The US Treasury has one, though. Not sure if that satisfies the above criteria.
Here's one that starts with the concept of a straight line and builds all the way to string theory. It's a monumental book, and it still challenges me. Roger Penrose's The Road To Reality.
If you love this aesthetic and the concepts beneath it, I highly recommend Paolo Soleri's Arcology: The City in the Image of Man.