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FLUID SIMULATION\u003c/h1\u003e\n\u003ch3 align=\"center\"\u003eA CUDA-based Implementation of Smoothed Particle Hydrodynamics for Fluid Simulation\u003c/h3\u003e\n\n\u003cp align=center style=\"margin-top:50px;\"\u003e\n    \u003cimg src=\"./res/icon.png\" width=300 height = 300/\u003e\n\u003c/p\u003e\n\n## FEATURES\n- Zero-Copy GUI thanks to CUDA \u003c-\u003e OpenGL buffer sharing, throttled to not impact simulation performance\n- Interchangable kernel functions (Wendland C2, C6, Cubic B-Spline, Double Cosine, ...) with CRTP static polymorphism for maximum runtime performance and ergonomics of adding new functions\n- GPU-friendly spatial acceleration datastructure for fixed radius neighbourhood queries with work-efficient construction and constant query time, optionally reordering particles for memory coherency\n- Automatic testing of kernel functions and spatial acceleration datastructures using `doctest` and benchmarking using `nanobench`\n\n\n## TODO\n- [x] Test zero-copy OpenGL VBO to CUDA buffer interop\n- [x] Add efficient visualization and GUI based on OpenGL interop, including ImGUI elements and single-batch billboard sphere rendering\n- [x] Implement safer abstraction over device arrays (no manual `cudaMalloc` and `cudaFree`) that is interoperable `thrust` and OpenGL\n- [x] Implement acceleration datastructure, e.g. [Hoetzlein, 2014] using efficient prefix scan\n- [x] Add benchmarking for performance optimization\n- [x] Reorder state according to space-filling curve to improve memory coherency\n- [x] Colour particles according to some attribute like velocity\n- [x] Use Structure of Arrays (AoS) layout for all particle attributes to improve coalescing\n- [ ] Parameterize uniform grid with cell size different from search radius and benchmark for optimal grid size\n- [ ] Add settings management with de-/serialization and expose solver and scene options to GUI\n- [ ] Add scene management, sampling and de-/serialization\n- [ ] Add boundary handling [Akinci et al. 2012]\n- [ ] Add adaptive time step size calculation using efficient reductions\n- [ ] Implement standard iterative Equation-of-State based solvers (splitting, PCISPH)\n- [ ] Implement Jacobi-style incompressible solvers (IISPH, DFSPH, ...)\n- [ ] Optimize kernel launch configurations\n- [ ] Use type aliases for safety (e.g. separating vectors and positions) and flexibility (change float precision, smaller index types for smaller scenes etc.)\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fjuliankarrer%2Freyn","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fjuliankarrer%2Freyn","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fjuliankarrer%2Freyn/lists"}