Friday, August 31, 2012

New solver for Ionic, 36 millions of particles

While working on my SPH and DEM solver I had an idea of a new way to solve this that allows many more particles, and this is the first test. It's not full SPH, it's not FLIP, it's something.... else :O)
It's still in a a very early stage, but it seems promising to me, no foam yet for this one, I'll continue with it next week when I come back from my holidays.
36 millions of particles, 300 frames, 1hour 30 minutes

Monday, August 27, 2012

First foam test

First test of foam, Ionic Maya opencl
5 millions of particles, 1h 20 minutes
Creating foam directly with sph particles is a bit tricky, this is the first test :)

Monday, August 20, 2012

Ionic SPH 8 millions of particles

Hi! I made a quick test of the OpenCL SPH solver to check the new optimizations I implemented and this is the result, as always with a Nvidia GTX670: 
- 8 million particles
- 450 frames
- 1h 50 minutes
So, well I have to say I'm quite happy now with the speed, and I don't think I can optimize it much more. Next step: Foam! :O) Cheers!

Friday, August 10, 2012

More particles, more frames...

More Particles, more frames, more sim time.... :) 1.4 millions of particles, improved simulation parameters. 450 frames, Simulation time 1h 45 minutes (update: just 25 minutes with the new optimized version) The color is fixed on the particles once all of them are emitted, it's just particleIdx / numParticles Next time I'll show how to export the particles and import them as nParticles so you can create a poly surface and render.

Wednesday, August 1, 2012

Ionic Collisions with Animated Objects

Hi! This is the first test of Maya's OpenCL plugin, Ionic (temp name, if you have a cool idea for a name for the plugin I'd love to hear it!) colliding with animated objects. The number of particles is around 280k , 200 frames and the sim took around 11 minutes. Sorry for the quality of the video, I guess I'll have to get a Vimeo account as the video I uploaded was supposed to be HD... :)