Moderators: Sascha Willems, walaber
Julio Jerez wrote:But if this MPM method have a way around to calculate the density, than does not require nieborgh, that's about an order of magnitu speed up, maybe ever faster. Wich means is possible to target 64k particles for real time and not make just a check box demo.
On an amd gpu presentation they show a demo tha limit the max to upto 32
workgroup per block:
ivec4 momentumVolumeInLDS[6*6*6];
for each particle in parallel:
{
do dynamics math // Heavy 3x3matrix stuff. Register pressure expected. Multiple materials no option on GPU - need a generalized material instead.
for each cell of 27 (or 8 for games) neighbors
{
distribute weighted particle momentum to background grid cells
atomic_add (momentumVolumeInLDS[cell], convert_float_to_int(pm)) // i think AMD still lacks floating point atomics. Not sure about precision issues, but clipping velocity could be necessary for other reasons anyways.
}
}
finally write LDS volume to video memory.
BTW check out newton 4
Julio Jerez wrote:well I download the github zip and does really compile in windows. It seems to requires lot of extra stuff. apparently is linux only so I give up on that.
Julio Jerez wrote:so a simulation for a lave flow with particles that are .25 of a meter in radius is useless for game interactions and teh simulation will still look really horrible.
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