home.social

#fluidsolidinteraction — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #fluidsolidinteraction, aggregated by home.social.

  1. Aflutter in the Breeze

    Fabrics flutter in seemingly impossible ways in artist Thomas Jackson‘s images. But despite first appearances, each photograph is true to life; the fabrics are suspended on taut lines. Their dance is driven by wind energy, drag, tension, and flow–not manipulated pixels. I love the (turbulent) energy of them! (Image credit: T. Jackson; via Colossal)

    #flapping #fluidDynamics #fluidSolidInteraction #fluidsAsArt #flutter #instability #physics #science #turbulence
  2. Aflutter in the Breeze

    Fabrics flutter in seemingly impossible ways in artist Thomas Jackson‘s images. But despite first appearances, each photograph is true to life; the fabrics are suspended on taut lines. Their dance is driven by wind energy, drag, tension, and flow–not manipulated pixels. I love the (turbulent) energy of them! (Image credit: T. Jackson; via Colossal)

    #flapping #fluidDynamics #fluidSolidInteraction #fluidsAsArt #flutter #instability #physics #science #turbulence
  3. Aflutter in the Breeze

    Fabrics flutter in seemingly impossible ways in artist Thomas Jackson‘s images. But despite first appearances, each photograph is true to life; the fabrics are suspended on taut lines. Their dance is driven by wind energy, drag, tension, and flow–not manipulated pixels. I love the (turbulent) energy of them! (Image credit: T. Jackson; via Colossal)

    #flapping #fluidDynamics #fluidSolidInteraction #fluidsAsArt #flutter #instability #physics #science #turbulence
  4. Aflutter in the Breeze

    Fabrics flutter in seemingly impossible ways in artist Thomas Jackson‘s images. But despite first appearances, each photograph is true to life; the fabrics are suspended on taut lines. Their dance is driven by wind energy, drag, tension, and flow–not manipulated pixels. I love the (turbulent) energy of them! (Image credit: T. Jackson; via Colossal)

    #flapping #fluidDynamics #fluidSolidInteraction #fluidsAsArt #flutter #instability #physics #science #turbulence
  5. Aflutter in the Breeze

    Fabrics flutter in seemingly impossible ways in artist Thomas Jackson‘s images. But despite first appearances, each photograph is true to life; the fabrics are suspended on taut lines. Their dance is driven by wind energy, drag, tension, and flow–not manipulated pixels. I love the (turbulent) energy of them! (Image credit: T. Jackson; via Colossal)

    #flapping #fluidDynamics #fluidSolidInteraction #fluidsAsArt #flutter #instability #physics #science #turbulence
  6. I believe our approach to “develop what we need when we need it”, which has been a staple in the development of #GPUSPH, has been a strong point. We *do* depend on a few external dependencies, but most of the code has been developed “in-house”.

    Fun fact: the only “hard dependency” for GPUSPH is NVIDIA's Thrust library, which we depend on for particle sorting (and in a few other places, but for optional features, like the segmented reductions used to collect body forces when doing #FSI i.e. #FluidStructureInteraction aka #FluidSolidInteraction).

    And this hard dependency has been a *pain*.

    We first had issues in the Maxwell architecture era, which stalled our work for months because all simulations would consistently lead to a hardware lock-up
    github.com/NVIDIA/thrust/issue
    and a few years later we had another issue —luckily one we could work around within GPUSPH this time:
    github.com/NVIDIA/thrust/issue

    5/

  7. I believe our approach to “develop what we need when we need it”, which has been a staple in the development of #GPUSPH, has been a strong point. We *do* depend on a few external dependencies, but most of the code has been developed “in-house”.

    Fun fact: the only “hard dependency” for GPUSPH is NVIDIA's Thrust library, which we depend on for particle sorting (and in a few other places, but for optional features, like the segmented reductions used to collect body forces when doing #FSI i.e. #FluidStructureInteraction aka #FluidSolidInteraction).

    And this hard dependency has been a *pain*.

    We first had issues in the Maxwell architecture era, which stalled our work for months because all simulations would consistently lead to a hardware lock-up
    github.com/NVIDIA/thrust/issue
    and a few years later we had another issue —luckily one we could work around within GPUSPH this time:
    github.com/NVIDIA/thrust/issue

    5/

  8. I believe our approach to “develop what we need when we need it”, which has been a staple in the development of #GPUSPH, has been a strong point. We *do* depend on a few external dependencies, but most of the code has been developed “in-house”.

    Fun fact: the only “hard dependency” for GPUSPH is NVIDIA's Thrust library, which we depend on for particle sorting (and in a few other places, but for optional features, like the segmented reductions used to collect body forces when doing #FSI i.e. #FluidStructureInteraction aka #FluidSolidInteraction).

    And this hard dependency has been a *pain*.

    We first had issues in the Maxwell architecture era, which stalled our work for months because all simulations would consistently lead to a hardware lock-up
    github.com/NVIDIA/thrust/issue
    and a few years later we had another issue —luckily one we could work around within GPUSPH this time:
    github.com/NVIDIA/thrust/issue

    5/

  9. I believe our approach to “develop what we need when we need it”, which has been a staple in the development of #GPUSPH, has been a strong point. We *do* depend on a few external dependencies, but most of the code has been developed “in-house”.

    Fun fact: the only “hard dependency” for GPUSPH is NVIDIA's Thrust library, which we depend on for particle sorting (and in a few other places, but for optional features, like the segmented reductions used to collect body forces when doing #FSI i.e. #FluidStructureInteraction aka #FluidSolidInteraction).

    And this hard dependency has been a *pain*.

    We first had issues in the Maxwell architecture era, which stalled our work for months because all simulations would consistently lead to a hardware lock-up
    github.com/NVIDIA/thrust/issue
    and a few years later we had another issue —luckily one we could work around within GPUSPH this time:
    github.com/NVIDIA/thrust/issue

    5/

  10. I believe our approach to “develop what we need when we need it”, which has been a staple in the development of #GPUSPH, has been a strong point. We *do* depend on a few external dependencies, but most of the code has been developed “in-house”.

    Fun fact: the only “hard dependency” for GPUSPH is NVIDIA's Thrust library, which we depend on for particle sorting (and in a few other places, but for optional features, like the segmented reductions used to collect body forces when doing #FSI i.e. #FluidStructureInteraction aka #FluidSolidInteraction).

    And this hard dependency has been a *pain*.

    We first had issues in the Maxwell architecture era, which stalled our work for months because all simulations would consistently lead to a hardware lock-up
    github.com/NVIDIA/thrust/issue
    and a few years later we had another issue —luckily one we could work around within GPUSPH this time:
    github.com/NVIDIA/thrust/issue

    5/