#fluidstructureinteraction — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #fluidstructureinteraction, aggregated by home.social.
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📢 New post! Aerodynamic consequences of wing damage in dragonfly flapping flight https://blog.espci.fr/ramiro/aerodynamic-consequences-of-wing-damage-in-dragonfly-flapping-flight/ #Publications #Research #Aerodynamics #Flapping #Fluidstructureinteraction #Insectflight
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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
https://github.com/NVIDIA/thrust/issues/742
and a few years later we had another issue —luckily one we could work around within GPUSPH this time:
https://github.com/NVIDIA/thrust/issues/13415/
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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
https://github.com/NVIDIA/thrust/issues/742
and a few years later we had another issue —luckily one we could work around within GPUSPH this time:
https://github.com/NVIDIA/thrust/issues/13415/
-
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
https://github.com/NVIDIA/thrust/issues/742
and a few years later we had another issue —luckily one we could work around within GPUSPH this time:
https://github.com/NVIDIA/thrust/issues/13415/
-
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
https://github.com/NVIDIA/thrust/issues/742
and a few years later we had another issue —luckily one we could work around within GPUSPH this time:
https://github.com/NVIDIA/thrust/issues/13415/
-
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
https://github.com/NVIDIA/thrust/issues/742
and a few years later we had another issue —luckily one we could work around within GPUSPH this time:
https://github.com/NVIDIA/thrust/issues/13415/