ProjectPhysX/FluidX3D

Public

The fastest and most memory efficient lattice Boltzmann CFD software, running on all GPUs and CPUs via OpenCL. Free for non-commercial use.

  • Stars5.3k+7 tuần này
  • Forks478
  • Watchers72
  • Issues51
  • Ngày tạo04/08/2022
  • Cập nhật gần nhất29/10/2026
  • Ngôn ngữC++
  • Giấy phép—
README.md216.3 KBRaw

FluidX3D

The fastest and most memory efficient lattice Boltzmann CFD software, running on all GPUs and CPUs via OpenCL. Free for non-commercial use.


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Update History
  • v1.0 (04.08.2022) changes (public release)
    • public release
  • v1.1 (29.09.2022) changes (GPU voxelization)
    • added solid voxelization on GPU (slow algorithm)
    • added tool to print current camera position (key G)
    • minor bug fix (workaround for Intel iGPU driver bug with triangle rendering)
  • v1.2 (24.10.2022) changes (force/torque computation)
    • added functions to compute force/torque on objects
    • added function to translate Mesh
    • added Stokes drag validation setup
  • v1.3 (10.11.2022) changes (minor bug fixes)
    • added unit conversion functions for torque
    • FORCE_FIELD and VOLUME_FORCE can now be used independently
    • minor bug fix (workaround for AMD legacy driver bug with binary number literals)
  • v1.4 (14.12.2022) changes (Linux graphics)
    • complete rewrite of C++ graphics library to minimize API dependencies
    • added interactive graphics mode on Linux with X11
    • fixed streamline visualization bug in 2D
  • v2.0 (09.01.2023) changes (multi-GPU upgrade)
    • added (cross-vendor) multi-GPU support on a single node (PC/laptop/server)
  • v2.1 (15.01.2023) changes (fast voxelization)
    • made solid voxelization on GPU lightning fast (new algorithm, from minutes to milliseconds)
  • v2.2 (20.01.2023) changes (velocity voxelization)
    • added option to voxelize moving/rotating geometry on GPU, with automatic velocity initialization for each grid point based on center of rotation, linear velocity and rotational velocity
    • cells that are converted from solid->fluid during re-voxelization now have their DDFs properly initialized
    • added option to not auto-scale mesh during read_stl(...), with negative size parameter
    • added kernel for solid boundary rendering with marching-cubes
  • v2.3 (30.01.2023) changes (particles)
    • added particles with immersed-boundary method (either passive or 2-way-coupled, only supported with single-GPU)

Nội dung README thuộc về ProjectPhysX và cộng đồng đóng góp, giấy phép Không có giấy phép. Nguồn: github.com/ProjectPhysX/FluidX3D