Uploaded April 2019 | Updated September 2026, 1 week ago
FluidX3D is a real time 3D fluid simulation based on the lattice Boltzmann method. It is written in OpenCL C (GPU code) and optimized to the physical limit (video memory bandwith, ~520GB/s).
All demonstrations in the video are simulated and visualized in real time on a Nvidia Titan Xp. Graphics are done with the OpenCL C version of Line3D, the fastest graphics engine ever written for primitive shapes like lines, dots and circles. It can handle up to 2 billion lines per second.
LBM performance is only limited by video memory bandwidth - the so-called memory wall. Storing the LBM distribution functions in memory as FP16 instead of FP32 cuts the memory bandwidth requirements in half, doubling the simulation speed at the cost of a bit of accuracy. My implementation has a hardware efficiency of up to 95%, meaning that 520 GB/s of the total 548 GB/s of video memory bandwidth are used. This results in a peak performance of 5.2 GLUPs (giga lattice updates per second, how many LBM lattice points are processed in 1 second) for the D3Q19 velocity set.
More information at projectphysx.de
Music: Notaker - Fatal System Error
FluidX3D is a real time 3D fluid simulation based on the lattice Boltzmann method. It is written in OpenCL C (GPU code) and optimized to the physical limit (video memory bandwith, ~520GB/s).
All demonstrations in the video are simulated and visualized in real time on a Nvidia Titan Xp. Graphics are done with the OpenCL C version of Line3D, the fastest graphics engine ever written for primitive shapes like lines, dots and circles. It can handle up to 2 billion lines per second.
LBM performance is only limited by video memory bandwidth - the so-called memory wall. Storing the LBM distribution functions in memory as FP16 instead of FP32 cuts the memory bandwidth requirements in half, doubling the simulation speed at the cost of a bit of accuracy. My implementation has a hardware efficiency of up to 95%, meaning that 520 GB/s of the total 548 GB/s of video memory bandwidth are used. This results in a peak performance of 5.2 GLUPs (giga lattice updates per second, how many LBM lattice points are processed in 1 second) for the D3Q19 velocity set.
More information at projectphysx.de
Music: Notaker - Fatal System Error






![PhysX3D [GRAVITY SIMULATION] Sonnensystem
Hier zu sehen ist unser Sonnensystem mit allen größeren Monden und Asteroiden mit einem Durchmesser über 160km. Die Daten aller Objekte stammen aus der JPL-Datenbank:
http://ssd.jpl.nasa.gov/horizons.cgi
Das ganze Programm inklusive der Grafikausgabe ist in Java ausschließlich unter Verwendung der Standardbibliotheken geschrieben.
Auch wenn es so aussieht, als würden sich die Planeten auf Keplerbahnen bewegen, richten sich die Bahnen nach den Planeten. Denn die Berechnung im Hintergrund ist das n-Körper-Problem; jedes Objekt beeinflusst jedes andere.
Ich habe das Bildflackern (zu sehen im letzten Video) behoben, indem alles zunächst auf ein BufferedImage gezeichnet wird, das dann auf den Bildschirm geworfen wird. Dadurch ist die Bildrate auch noch wesentlich flüssiger.
Mehr Informationen auf: http://www.projectphysx.de
Song: CMA - Youre Not Alone PhysX3D [GRAVITY SIMULATION] Sonnensystem](https://i.ytimg.com/vi/f0hyr041gKU/mqdefault.jpg)



