[parsec-users] fluidanimate

kishore kumar kishoreguptaos at gmail.com
Thu Jun 10 22:02:32 EDT 2010


Thank you, Jim.

Best,
Kishore



2010/6/10 Jim Dempsey <jim at quickthreadprogramming.com>

>  >>I was curious whether this change hurts the overall functionality (I
> mean, the output quality) of the application or not?
>
> It won't make it any worse, other than for the fact that the original code
> had permiable walls. Particles at the bottom of the container would exude
> beyond the walls. You can observe this with visualizations enabled (look
> closely at the bottom corners of the container)
> I made corrections with this respect to all versions of the code. Now the
> particles bounce properly off the walls.
>
> Jim
>
>
>  ------------------------------
> *From:* parsec-users-bounces at lists.cs.princeton.edu [mailto:
> parsec-users-bounces at lists.cs.princeton.edu] *On Behalf Of *kishore kumar
> *Sent:* Thursday, June 10, 2010 8:43 PM
>
> *To:* PARSEC Users
> *Subject:* Re: [parsec-users] fluidanimate
>
> Hi Jim,
> Thank you for your inputs.
>
> I already ran fluidanimate with non-power-2 threads by bypassing the
> hamming code and setting XDVIS and ZDIVS directly.
>
>  I was curious whether this change hurts the overall functionality (I mean,
> the output quality) of the application or not?
>
> Thank you.
>
> Best,
> Kishore Kumar Pusukuri
> http://www.cs.ucr.edu/~kishore <http://www.cs.ucr.edu/%7Ekishore>
>
>
>
> 2010/6/10 Jim Dempsey <jim at quickthreadprogramming.com>
>
>>  I think it will work if you bypass the hamming code and directly set
>> XDIVS and ZDIVS (or input as parameters)
>>
>> ***
>>
>> Note, force of gravity is along Y axis, therefore partitioning  XDIVS and
>> ZDIVS is appropriate. If gravity direction changes then partitioning may
>> need to change too. The hamming code was a strategy to obtain the largest
>> ratio of volume/area for partitions.
>> i.e. to reduce the proportion of cells at boundary (requiring interlocked
>> operations).
>>
>> A more natural system of particles would have gravity in an arbitrary
>> direction.
>> My rewrite attempts to take this into consideration and the input
>> parameter for gravity (currently constant) will drive the partitioning.
>>
>> I also I think it would be nice if the container could be other than a
>> rectangular tube, complex shapes, and be rotating.
>> An example would be a front load washing machine. Barrel shape with
>> paddles. Animation of this should look really nice - and the benchmark would
>> then be more of a real world example. (like body track, facesim, etc...)
>>
>> Jim Dempsey
>>
>>
>>  ------------------------------
>>  *From:* parsec-users-bounces at lists.cs.princeton.edu [mailto:
>> parsec-users-bounces at lists.cs.princeton.edu] *On Behalf Of *kishore kumar
>> *Sent:* Thursday, June 10, 2010 7:20 PM
>> *To:* PARSEC Users
>> *Subject:* Re: [parsec-users] fluidanimate
>>
>>   Thank you, Matt.
>>
>> Best,
>> Kishore Kumar Pusukuri
>> http://www.cs.ucr.edu/~kishore <http://www.cs.ucr.edu/%7Ekishore>
>>
>>
>>
>> On 10 June 2010 17:08, Matt Sinclair <msinclair at wisc.edu> wrote:
>>
>>> Hi Kishore,
>>>
>>> I don't think there's any reason you can't run non-powers-of-2 with
>>> fluidanimate.  However, I believe that somewhere in the documentation
>>> there's a "disclaimer" saying that the way it's set up is optimal.
>>> So, changing XDIVS and ZDIVS will obviously change that.  It should
>>> work though, regardless.
>>>
>>> Hope this helps,
>>> Matt
>>> _______________________________________________
>>> parsec-users mailing list
>>> parsec-users at lists.cs.princeton.edu
>>> https://lists.cs.princeton.edu/mailman/listinfo/parsec-users
>>>
>>
>>
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