Hi I have recopiled some source code related to physics on GPUs that's good to know:
*Bullet broadphase col det (last year) is 2.73 stuff
*Bullet Impulse code (narrowphase)(now OpenCL is 2D,3D) (CUDA in GDC 2009 anounced) comes from: harada see other web.. is 2.75 stuff
Search for a fix for Linux compiling in google.code
seems a lot of OpenCL porting interesting work is done by one guy:
http://code.google.com/u/rponom/updates
Found fluid simulation MultiGPUS:
Massive Particles: Particle-based Simulations on Multiple GPUs
http://sites.google.com/site/takahiroharada/Home/multiGPUs.pdf?attredirects=0&d=1
*Fluids: well Bullet also: SPH in CUDA comes from: http://www.rchoetzlein.com/eng/index.htm (not well optimized last time I checked)
see http://www.rchoetzlein.com/eng/graphics/fluids.htm
this seems fastest CPU imp and also new 2.0 (bullet has it?)(month old):
ver 2.0: Oct 2009
* CUDA ver 2.3 now builds with Visual Studio 2008.
The build solutions for VS2005 are no longer needed or included.
* CUDA ver 2.3 drivers are required for GPU build
* Freeglut 2.6.0 is now used instead of GLUT
* Both CPU and GPU projects are in the same Visual Studio solution.
If you do not have a CUDA GPU, you can select and build the CPU only project inside Visual Studio.
(Right click the Fluid project, select Build)
Still perf issues and bugs:
- The GPU integrator is not yet complete. Integration always takes place on the CPU, in both CPU and GPU modes. (As a result, this forces a bus transfer to and from the GPU per cycle. Once the integrator is finished, GPU simulation performance should increase significantly.)
- Occassionally, the GPU simulation with crash cuda, causing the screen to blink and particles to move randomly. This is believed to be due to a not-yet-found out of bounds condition.
*Fluids see Physx Screensaver source code for a check of efficient fluids usage and rendering (trough rendering code is binary library DirectX dependant). Rendering code from Nvidia Physx Fluid demo..
*GPU Gems 3 CD: you have rigid solid code.. compiled cuda 1.0 so doesn't work..
simple fix (?) similar as AES code is Linux only and I had to fix for Windows..
Nvidia SDKs stuff:
Well there are some demos:
*OpenGL SDK: 3D waves demo
*CUDA SDK: fft waves(oceanFFT),fluids 2d cavity(d3d,ogl),particles,sph smokeParticles
*Of course for tessendorf waves (FFT) you have Nvidia Ocean DirectCompute demo and
also OpenCL version shown at GTC09!
My some years code ago:
*RTFSS: wave equation on GPU with Fresnel raytraced refractions reflections and caustics on GPU.
Now there is on Beyond3D a similar with touch.. So I will to add to it..
What about Qt 4.6 OpenGL and touch interop?
Sunday, 13 December 2009
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