Comments (5)
tried a few things. It's really hard to make this happen in an efficient matter: Either we treat velocity as three grids and gather particles independently (trippling the workload on the already quite expensive gather step) or we have a huge gathering area (24 cells in my linked list grid)
Failed to find any conclusive resources on the topic. There's few papers even acknowledging how problematic the gather step is to begin with.
(note that I haven't profiled any of the performance claims, this is just inferring from amount of expected memory accesses and divergence)
Another solution to fix some of the issues, namely oscillating pressure (checkerboard presesure), with collocated grid is Rhie-Chow interpolation applied during pressure correction
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This master thesis has some stuff on Rhie-Chow with collocated grid http://publications.lib.chalmers.se/records/fulltext/185027/185027.pdf
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After reading
http://www.fem.unicamp.br/~im450/palestras&artigos/CFD%20of%20Turbulence_Chalmers_Un/chapter_6-1.pdf I think I understood now roughly how Rhie-Chow interpolation computes velocity at grid walls. Which ofc begs the question if velocity at grid center is just wall velocity averaged? Would make sense the way it was defined.
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Take a close look at equation 54 in http://www.fem.unicamp.br/~im450/palestras&artigos/CFD%20of%20Turbulence_Chalmers_Un/chapter_6-1.pdf
.. so yes, just average again. This equation is the complete expression for a single velocity update a P
(E == East, W == West, [..])
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Description of using a uniform (not staggered grid) and makes mention on Rhie-Chow interpolation in a Eurographics paper (i.e., I'm able to understand stuff better than from real CFD paper ;-)) on shallow water equation solver (not quite what we're after here, but close enough)
http://isg.cs.tcd.ie/cosulliv/Pubs/LeeShallowEqs.pdf
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Related Issues (20)
- Persist settings from gui
- Try out using new wgpu-rs staging belt HOT 1
- crash on window minimize
- Error driven / dynamic solver iterations HOT 1
- Foam rendering HOT 2
- anisotropic particles / use ellipsoids instead of spheres
- static rigid bodies
- Look into swapping some volume textures with 2d texture arrays for optimization HOT 2
- Dynamic solver iteration count
- Skybox, reflection, refraction HOT 1
- doesn't run on mac HOT 1
- Doesn't compile on my windows HOT 5
- Add git LFS as dependencies HOT 3
- Some kind of antialiasing/multisampling
- two way coupling
- Revisit refraction & reflection
- unified cache folder
- Dependencies seem broken HOT 1
- Panic at startup HOT 5
- Compile Error `desc_set` does not live long enough on Windows 10 HOT 3
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