<feed xmlns='http://www.w3.org/2005/Atom'>
<title>compustream/src/shader, branch pattern/ab</title>
<subtitle>Hacky D2Q9 BGK LBM using compute shaders</subtitle>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/'/>
<entry>
<title>Merge streaming into collide shader</title>
<updated>2019-02-25T18:57:11+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2019-02-25T18:57:11+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=26c1cf58f483e64d80703fe37c4bd3923d1ff5b7'/>
<id>26c1cf58f483e64d80703fe37c4bd3923d1ff5b7</id>
<content type='text'>
i.e. implement the A-B pattern.

Dispatching only one compute shader per interaction-less simulation step
already yields very noticeable performance gains. All cell types are now
fully handled by the collide shader which further simplifies the code.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
i.e. implement the A-B pattern.

Dispatching only one compute shader per interaction-less simulation step
already yields very noticeable performance gains. All cell types are now
fully handled by the collide shader which further simplifies the code.
</pre>
</div>
</content>
</entry>
<entry>
<title>Play around with open boundaries</title>
<updated>2019-02-24T19:56:50+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2019-02-24T19:56:46+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=82a37700e3ff8c1b9c43dbf00c05bd112bd58ec8'/>
<id>82a37700e3ff8c1b9c43dbf00c05bd112bd58ec8</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Further abstract mouse handling</title>
<updated>2019-02-24T13:07:16+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2019-02-24T13:07:16+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=1f2b1cb037a202cafe25167c071a2615341dafdb'/>
<id>1f2b1cb037a202cafe25167c071a2615341dafdb</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Extract interaction logic into separate shader</title>
<updated>2019-02-24T12:02:14+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2019-02-24T12:02:14+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=2d97364b3cdf1354e5b60807732d447217436523'/>
<id>2d97364b3cdf1354e5b60807732d447217436523</id>
<content type='text'>
The collide shader became to crowded for my taste.

As a nice side benefit we can now execute interaction processing only
when actual interaction is taking place.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
The collide shader became to crowded for my taste.

As a nice side benefit we can now execute interaction processing only
when actual interaction is taking place.
</pre>
</div>
</content>
</entry>
<entry>
<title>Smoothen mouse interaction</title>
<updated>2019-02-24T11:25:08+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2019-02-24T11:25:08+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=1ab5f3db018a3169ad6074fc2b75d44c3a45dd16'/>
<id>1ab5f3db018a3169ad6074fc2b75d44c3a45dd16</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Store material in fluid buffer and improve visualization</title>
<updated>2019-02-23T15:10:08+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2019-02-23T15:10:08+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=389da8159978571e8156ff7692bc595d957e846e'/>
<id>389da8159978571e8156ff7692bc595d957e846e</id>
<content type='text'>
Replaces the density value which is actually not that useful for visualization.

Encoding integer values as floats by casting and comparing them using
exact floating point comparison is not very safe but works out for now.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Replaces the density value which is actually not that useful for visualization.

Encoding integer values as floats by casting and comparing them using
exact floating point comparison is not very safe but works out for now.
</pre>
</div>
</content>
</entry>
<entry>
<title>Tidy up wall drawing and geometry initialization</title>
<updated>2019-02-22T21:24:30+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2019-02-22T21:24:30+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=9779fd7484f7af6d10ae28ca3763c6d938c341e3'/>
<id>9779fd7484f7af6d10ae28ca3763c6d938c341e3</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Improvise interactive wall drawing</title>
<updated>2019-02-22T20:49:07+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2019-02-22T20:49:07+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=f0b536ac93b3a9a49dfff8a7637f09b153a3b955'/>
<id>f0b536ac93b3a9a49dfff8a7637f09b153a3b955</id>
<content type='text'>
Internal wall cells need to be disabled to prevent delayed propagation
of the reflected populations.

This is just quickly thrown together - both the visual drawing and the backend's
material handling remain to be improved.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Internal wall cells need to be disabled to prevent delayed propagation
of the reflected populations.

This is just quickly thrown together - both the visual drawing and the backend's
material handling remain to be improved.
</pre>
</div>
</content>
</entry>
<entry>
<title>Tidy up streaming and bounce back boundary handling</title>
<updated>2019-02-20T22:58:15+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2019-02-20T22:58:15+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=1870b510acb351b5956402a21572835aa0d2dee0'/>
<id>1870b510acb351b5956402a21572835aa0d2dee0</id>
<content type='text'>
Introduce a inactive receive-only outer boundary to simplify streaming.
Extract and generalize bounce back handling. Further work will require
tracking cell _material_ to enable both easier definition and dynamic
updating of the geometry.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Introduce a inactive receive-only outer boundary to simplify streaming.
Extract and generalize bounce back handling. Further work will require
tracking cell _material_ to enable both easier definition and dynamic
updating of the geometry.
</pre>
</div>
</content>
</entry>
<entry>
<title>Use same population indexing in collide and stream</title>
<updated>2019-02-18T08:00:42+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2019-02-18T08:00:39+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=823a9dade6e36760a827aae6ac841b8c582a7935'/>
<id>823a9dade6e36760a827aae6ac841b8c582a7935</id>
<content type='text'>
Increases consistency and should help to avoid confusion
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Increases consistency and should help to avoid confusion
</pre>
</div>
</content>
</entry>
<entry>
<title>Extract equilibrium function</title>
<updated>2018-12-19T20:12:39+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-12-19T20:12:39+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=5220729b8078c0b12dfbd403fb443c969362547b'/>
<id>5220729b8078c0b12dfbd403fb443c969362547b</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Loopify density function</title>
<updated>2018-12-19T20:05:58+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-12-19T20:05:58+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=762fb7fa5304a8e96757c091667d157f4a0bd311'/>
<id>762fb7fa5304a8e96757c091667d157f4a0bd311</id>
<content type='text'>
…seems to be correctly unrolled during compilation. Or at least no
performance impact is visible.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
…seems to be correctly unrolled during compilation. Or at least no
performance impact is visible.
</pre>
</div>
</content>
</entry>
<entry>
<title>Use GLSL's mix function for color scaling</title>
<updated>2018-12-19T18:31:10+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-12-19T18:31:10+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=8df8940bced82cad259bc8144aa3668871222d22'/>
<id>8df8940bced82cad259bc8144aa3668871222d22</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Tidy up external influence implementation</title>
<updated>2018-12-19T18:07:31+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-12-19T18:07:05+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=994f70f0dd8fff208fab050a8a58f7fdf7bcfb24'/>
<id>994f70f0dd8fff208fab050a8a58f7fdf7bcfb24</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Hacky mouse-based fluid interaction</title>
<updated>2018-12-18T20:08:20+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-12-18T20:08:20+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=6f6073be5de8c8598c4af7f38c90c3f83b5bf1bf'/>
<id>6f6073be5de8c8598c4af7f38c90c3f83b5bf1bf</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Use pressure as velocity norm display amplifier</title>
<updated>2018-12-18T19:04:51+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-12-18T19:04:51+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=d58c4cbeb95e25ea08994e4d39f657d078a33782'/>
<id>d58c4cbeb95e25ea08994e4d39f657d078a33782</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Purify collide shader</title>
<updated>2018-12-18T16:04:18+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-12-18T16:04:18+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=fed710754296111a51b1b99b40a3c5e5dc873895'/>
<id>fed710754296111a51b1b99b40a3c5e5dc873895</id>
<content type='text'>
i.e. move fluid vertex placement to appropriate vertex shader.
     Do not amplify or shift fluid moments in any way prior to
     passing it to the display pipeline.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
i.e. move fluid vertex placement to appropriate vertex shader.
     Do not amplify or shift fluid moments in any way prior to
     passing it to the display pipeline.
</pre>
</div>
</content>
</entry>
<entry>
<title>Clean up stream and collide compute shaders</title>
<updated>2018-12-17T20:01:53+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-12-17T20:01:53+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=556f6cea377f6e8620d05081946f8b469b8a1339'/>
<id>556f6cea377f6e8620d05081946f8b469b8a1339</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Try out velocity norm color mapping</title>
<updated>2018-12-17T18:09:25+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-12-17T18:09:25+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=ede5386d53a453cb56c9b1c80de0a80322ddc6f1'/>
<id>ede5386d53a453cb56c9b1c80de0a80322ddc6f1</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Filter weird origin vertex</title>
<updated>2018-12-16T22:46:32+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-12-16T22:46:32+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=dc69fab1565659241eb6f2f3576076872e86c45e'/>
<id>dc69fab1565659241eb6f2f3576076872e86c45e</id>
<content type='text'>
The same thing occurs in computicle. I suspect some initialization /
compute shader invokation problem. On the other hand: Why would that
happen for the origin vertex and not e.g. the first or last vertex
in memory? To be investigated further.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
The same thing occurs in computicle. I suspect some initialization /
compute shader invokation problem. On the other hand: Why would that
happen for the origin vertex and not e.g. the first or last vertex
in memory? To be investigated further.
</pre>
</div>
</content>
</entry>
<entry>
<title>Generate fluid display using geometry shaders</title>
<updated>2018-12-16T21:09:17+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-12-16T21:09:17+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=ce334547f0f0560386ca8b97f354d83da68019a5'/>
<id>ce334547f0f0560386ca8b97f354d83da68019a5</id>
<content type='text'>
This should provide much more flexibility.

For our purpose it would be useful if the vertex shader was executed
after the geometry shader (to apply the projection matrix) but alas
this is not the case. Thus the MVP matrix is applied during geometry
construction and the vertex shader only provides density extraction.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This should provide much more flexibility.

For our purpose it would be useful if the vertex shader was executed
after the geometry shader (to apply the projection matrix) but alas
this is not the case. Thus the MVP matrix is applied during geometry
construction and the vertex shader only provides density extraction.
</pre>
</div>
</content>
</entry>
<entry>
<title>Regeneralize ComputeShader wrapper</title>
<updated>2018-12-16T14:16:21+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-12-16T14:16:21+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=52cbbff72bd5516b5f325d1c88e4fcd8ca67f989'/>
<id>52cbbff72bd5516b5f325d1c88e4fcd8ca67f989</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Parametrize lattice resolution</title>
<updated>2018-12-16T12:58:20+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-12-16T12:58:20+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=2eb7f9925315989735b4fb746cbd7bda6c9bd5bb'/>
<id>2eb7f9925315989735b4fb746cbd7bda6c9bd5bb</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Hacky D2Q9 BGK LBM on GPU using GLSL compute shaders</title>
<updated>2018-12-15T22:09:32+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-12-15T22:09:32+00:00</published>
<link rel='alternate' type='text/html' href='http://code.kummerlaender.eu/compustream/commit/?id=44f5ac32a68a617f93704d44c4339f7db13b323e'/>
<id>44f5ac32a68a617f93704d44c4339f7db13b323e</id>
<content type='text'>
Improvised on top of computicles's scaffolding.

Works in a world where _works_ is defined as "displays stuff on screen that invokes thoughts of fluid movement".
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Improvised on top of computicles's scaffolding.

Works in a world where _works_ is defined as "displays stuff on screen that invokes thoughts of fluid movement".
</pre>
</div>
</content>
</entry>
</feed>
