Uploaded August 2023 | Updated September 2026, 2 weeks ago
This is one of the largest CFD simulations ever done, on the world's largest GPU server, the GigaIO SuperNODE, equipped with 32x AMD Instinct MI210 64GB GPUs, for a total 2TB VRAM.
gigaio.com/supernode
The simulation shows the 62m long Concorde before landing at 300km/h airspeed and 10° angle of attack, for 1 second in flight. The Reynolds number based on wingspan is 146 Million.
The simulation resolution is 2976×8936×1489 = 40 Billion cells, with a tiny cell size of (12.4mm)³. 67268 time steps were computed in 29 hours, plus 4 hours for rendering 5×600 4K frames, for a total runtime of 33 hours. The video shows velocity-magnitude colored Q-criterion isosurfaces. A single frame of the velocity field is 475GB, so the 600 frames visualize a total of 285TB data.
This is a test of the newly implemented free-slip boundaries, which are a more accurate model for the turbulent boundary layer than no-slip boundaries.
On the same hardware, commercial CFD software like Ansys or Star-CCM+ would need several years of compute time for such a simulation. FluidX3D does it over the weekend.
The FluidX3D source code is on GitHub, and the software is free for non-commercial use: github.com/ProjectPhysX/FluidX3D
Concorde model: thingiverse.com/thing:1176931/files
Timestamps
0:00 front view
0:10 follow view
0:20 wing view
0:30 top view
0:40 side view
#FluidX3D #Concorde #CFD #GPU #AMDInstinct
This is one of the largest CFD simulations ever done, on the world's largest GPU server, the GigaIO SuperNODE, equipped with 32x AMD Instinct MI210 64GB GPUs, for a total 2TB VRAM.
gigaio.com/supernode
The simulation shows the 62m long Concorde before landing at 300km/h airspeed and 10° angle of attack, for 1 second in flight. The Reynolds number based on wingspan is 146 Million.
The simulation resolution is 2976×8936×1489 = 40 Billion cells, with a tiny cell size of (12.4mm)³. 67268 time steps were computed in 29 hours, plus 4 hours for rendering 5×600 4K frames, for a total runtime of 33 hours. The video shows velocity-magnitude colored Q-criterion isosurfaces. A single frame of the velocity field is 475GB, so the 600 frames visualize a total of 285TB data.
This is a test of the newly implemented free-slip boundaries, which are a more accurate model for the turbulent boundary layer than no-slip boundaries.
On the same hardware, commercial CFD software like Ansys or Star-CCM+ would need several years of compute time for such a simulation. FluidX3D does it over the weekend.
The FluidX3D source code is on GitHub, and the software is free for non-commercial use: github.com/ProjectPhysX/FluidX3D
Concorde model: thingiverse.com/thing:1176931/files
Timestamps
0:00 front view
0:10 follow view
0:20 wing view
0:30 top view
0:40 side view
#FluidX3D #Concorde #CFD #GPU #AMDInstinct
![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)






![PhysX3D [GRAVITY SIMULATION] 5k body galaxy simulated in real time
PhysX3D got upgrades. I changed the square root implementation to the fast inverse square root algorithm provided by the aparapi Kernel. With this, y=1/sqrt(x) is calculated as fast as a multuplication, resulting in 7.2x overall performance increase compared to the old square root implementation.
GPU acceleration is now about 50x faster than CPU multithreading.
A galaxy containing 5k bodies is simulated on a 1.54Tflops notebook GPU (Nvidia GeForce GTX 960M). The GPU achieves 124 calculation steps per second using Runge Kutta 4th order integration in 3D space. Everything was simulated in real time.
In other words, the GPU calculates roughly 3.5 billion particle interactions every second.
More information at: http://www.projectphysx.de
Music: Puddle of Infinity - Open Sea Morning PhysX3D [GRAVITY SIMULATION] 5k body galaxy simulated in real time](https://i.ytimg.com/vi/j4kejlWBVwA/mqdefault.jpg)
![PhysX3D [GRAVITY SIMULATION] Euler vs. RK4 / Sonnensystem im Jahr 3016
Das Einschrittverfahren Runge-Kutta-4 (RK4) ist um Größenordnungen genauer als das einfachere eulersche Polygonzugverfahren. RK4 erlaubt es, auch bei einer hohen Körperanzahl die Simulationsgeschwindigkeit ohne ohne größere Rechenfehler sehr weit hoch zu schrauben.
Mehr Informationen auf: http://www.projectphysx.de
Musik:
Hans Zimmer - Stay (Interstellar Soundtrack)
Hans Zimmer - Day One(Interstellar Soundtrack) PhysX3D [GRAVITY SIMULATION] Euler vs. RK4 / Sonnensystem im Jahr 3016](https://i.ytimg.com/vi/jr-3WIY9Fmo/mqdefault.jpg)
![SoundFFT [AUDIO SPECTRUM ANALYZER] Music Demo
SoundFFT is a fast and accurate spectrum analyzer for live audio signals. It performs a fast Fourier transform (FFT) on the live input signal coming from the computers main microphone. The highest peak is being detected and its center is being calculated to further increase resolution.
Java can only input an audio signal from an audio source like a microphone. So in order to get the audio stream from the computers main speakers, you have to use some kind of workaround. I found the software Virtual Audio Cable to fulfill exactly this purpose.
This demo shows how SoundFFT works with Music.
Interestingly, the laws of physics prevent a more accurate frequency resolution without the spectrum being both more delayed and averaged. The longer the buffer is for the fast Fourier transform, the more accurate the frequency resolution will be and vice versa.
Nevertheless, it is fascinating to be able to see exactly what you hear. Also keep in mind that the human brain automatically Fourier transforms the incoming sound (what you hear is the pitch and not the wave) without you having to waste a single thought about it.
Free download and more information at http://www.projectphysx.de
Music: DROELOE feat. Belle Doron - In Time SoundFFT [AUDIO SPECTRUM ANALYZER] Music Demo](https://i.ytimg.com/vi/jwZk7DbF3P8/mqdefault.jpg)
