High Performance Particle simulation

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Dido
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I am looking for a help in finding out the recommended programming language for real time (30 frames/ sec) particle simulation. This simulation involves a lot of calculations and Physics (fluids,...).
I do have a little experience with C++ and I want to concentrate a good part of my time on this simulation.
Please if you know any idea, you are welcome.
I thank you in advance.
 
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language is arbitrary. You can use any language you are comfortable with. C++'s OOP would make it a little nicer to code, IMHO. You should look up the N-bodies problem, before you really get into it.
 
wow thank you so much.
Actually in my real time dried-particle simulation, I want to deal with gravitational, pressure, density and shear stress (because of shape change due to an applied pressure).
According to my understanding, it have to show a fluidic behavior like when those particles are spread. Within the involved calculations, It is obvious that the computational cost is really high and to achieve the time-sensitive is challenging for me.
Do you know any technic to handle this?
Do you know any mathematical model suitable for this kind of simulation?
Finally, do you know how I can achieve 30 frame/sec for a real time simulation (high performance).
 
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Actually in my real time dried-particle simulation, I want to deal with gravitational, pressure, density and shear stress (because of shape change due to an applied pressure).
According to my understanding, it have to show a fluidic behavior like when those particles are spread. Within the involved calculations, It is obvious that the computational cost is really high and to achieve the time-sensitive is challenging for me.
Do you know any technic to handle this?
Do you know any mathematical model suitable for this kind of simulation?
Finally, do you know how I can achieve 30 frame/sec for a real time simulation (high performance).
 
30fps at runtime is insane. Do you have access The Jaguar? If not, you're going to have to use precomputation. Compute where the stuff should be at every frame, save each as a frame, then use some other program to turn those frames into movies. (or something along those lines)
 
TylerH said:
30fps at runtime is insane. Do you have access The Jaguar? If not, you're going to have to use precomputation. Compute where the stuff should be at every frame, save each as a frame, then use some other program to turn those frames into movies. (or something along those lines)

OP didn't say how many particles.

The http://developer.nvidia.com/cuda-toolkit-32-downloads" includes a demo n-body graphical simulator which does thousands of particles at 30 fps. Download that if you have an NVidia GPU, see how many particles it can simulate for you, and take a look under the hood to see if it can accommodate your problem.
 
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Can you use a commercial code like fluent or cfd++?
 
I don't see why not. I would be a lot easier and likely less error prone.