<feed xmlns='http://www.w3.org/2005/Atom'>
<title>compustream/src/glfw, branch master</title>
<subtitle>Hacky D2Q9 BGK LBM using compute shaders</subtitle>
<link rel='alternate' type='text/html' href='https://code.kummerlaender.eu/compustream/'/>
<entry>
<title>Update lattice multiple times per frame</title>
<updated>2019-11-08T22:02:47+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2019-11-08T22:02:47+00:00</published>
<link rel='alternate' type='text/html' href='https://code.kummerlaender.eu/compustream/commit/?id=d864699c5ddd744ee7376c0d752b6bbb771429a2'/>
<id>d864699c5ddd744ee7376c0d752b6bbb771429a2</id>
<content type='text'>
Controlled by `--lupf` _Lattice updates per frame_

MLUPS are now calculated and displayed.

While performance is still bad compared to a optimized GPU implementation (such
as [1] or [2]) this improves the situation.

[1]: https://tree.kummerlaender.eu/projects/symlbm_playground/
[2]: https://code.kummerlaender.eu/boltzgen/about/
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Controlled by `--lupf` _Lattice updates per frame_

MLUPS are now calculated and displayed.

While performance is still bad compared to a optimized GPU implementation (such
as [1] or [2]) this improves the situation.

[1]: https://tree.kummerlaender.eu/projects/symlbm_playground/
[2]: https://code.kummerlaender.eu/boltzgen/about/
</pre>
</div>
</content>
</entry>
<entry>
<title>Add LUPS reporting and fix glaring oversight</title>
<updated>2019-02-25T21:08:58+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2019-02-25T21:08:53+00:00</published>
<link rel='alternate' type='text/html' href='https://code.kummerlaender.eu/compustream/commit/?id=84666523e9a278ac95ca43dbaa534e8aaaf3ebd2'/>
<id>84666523e9a278ac95ca43dbaa534e8aaaf3ebd2</id>
<content type='text'>
The GLFW window rendering loop used to dispatch the compute shaders was
restricted to 60 FPS. I did not notice this because I never actually
measured the computed lattice updates per seconds in addition to trying
to push the GPU to its limits. Turns out the lattice sizes I commonly
use can be updated 500 times per second comfortably… Now this looks more
like the performance gains promised by GPU computation.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
The GLFW window rendering loop used to dispatch the compute shaders was
restricted to 60 FPS. I did not notice this because I never actually
measured the computed lattice updates per seconds in addition to trying
to push the GPU to its limits. Turns out the lattice sizes I commonly
use can be updated 500 times per second comfortably… Now this looks more
like the performance gains promised by GPU computation.
</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='https://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='https://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>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='https://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>Keep track of window size in its wrapper class</title>
<updated>2018-12-17T18:31:38+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-12-17T18:31:38+00:00</published>
<link rel='alternate' type='text/html' href='https://code.kummerlaender.eu/compustream/commit/?id=f465b26a8aeac95cf7e0186a86ab1262dc771fb4'/>
<id>f465b26a8aeac95cf7e0186a86ab1262dc771fb4</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='https://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>
