Hi Ruochun,

Sorry, I had made some changes to my script. I redownloaded the original 
scripts I provided here earlier, and rebuilt chrono with the feature/gpu 
branch from a fresh repo clone with the touched by sphere change. After 
doing all of this and running the exact same script that I had uploaded 
originally, I now got a “negative local pod in SD” error around frame 90. 
This is a bit strange since you had managed to run that script 
successfully, and everything was a clean install with the same script that 
I uploaded, so it should’ve had the same outcome as your run. Did you make 
any changes to the script/json? 

On Monday, May 16, 2022 at 12:29:58 PM UTC-6 Ruochun Zhang wrote:

> Hi David,
>
> Oh sorry before you do that, could you try this: I assume you cloned 
> Chrono and built from source. Then can you checkout the *feature/gpu* 
> branch first, then apply the  MAX_SPHERES_TOUCHED_BY_SPHERE change, and 
> then build and try again with the script you failed to run initially? I did 
> apply a bug fix in *feature/gpu* branch and it is probably not in 
> *develop* branch yet, and I hope to rule out the possibility that this 
> bug was hurting you.
>
> Thank you,
> Ruochun
>
> On Monday, May 16, 2022 at 1:23:06 PM UTC-5 Ruochun Zhang wrote:
>
>> Hi David,
>>
>> I am pretty sure that script worked for me until reaching a steady state, 
>> like in the picture attached. One thing is that I'd be quite surprised if 
>> MAX_SPHERES_TOUCHED_BY_SPHERE = 200 and the kernels did not fail to 
>> compile... I'd say something like 32 is the maximum that you should assign 
>> it. Maybe you should try something like 30 to see if it works. But if it 
>> still gives the same error, we have to have a look at the script. Is it 
>> still the same script you attached?
>>
>> Changing particle sizes has large impact on the physics and, "contacts 
>> over limit" problem can happen naturally (like in your first question), or 
>> happen as a result of non-physical behavior in the simulation, which is 
>> often related to improper sim parameters wrt the sphere radius. So it's 
>> hard to say without context. One thing you should do is of course, 
>> visualize simulation results before the crash and see if there is something 
>> non-physical.
>>
>> Thank you,
>> Ruochun
>>
>> On Monday, May 16, 2022 at 10:41:03 AM UTC-5 [email protected] wrote:
>>
>>> Actually, it looks like the particle source still isn’t working, even 
>>> when increasing the MAX_SPHERES_TOUCHED_BY_SPHERE up to 200. The simulation 
>>> will run for longer, but still fail with the same contact pairs error. 
>>> Interestingly, it seems like it will fail sooner if I made the particle 
>>> source radius smaller (fails after 627 pebbles added (step 34) when the 
>>> source radius is 0.26 and fails after 31499 pebbles added (step 85) when 
>>> the source radius is 1.1.). Do I still just need to increase the number 
>>> further or is this a different issue?
>>>
>>> Thanks!
>>> David
>>> On Monday, May 16, 2022 at 8:55:47 AM UTC-6 David Reger wrote:
>>>
>>>> Hi Ruochun,
>>>>
>>>> Thanks for the help, it seems to be working now! I was able to get the 
>>>> particle relocation working as well.
>>>>
>>>> I am interested in the new solver. Let me know when a release/test 
>>>> build is available for it, I’d like to try it out to see if it’s faster 
>>>> for 
>>>> these applications. 
>>>>
>>>> Thanks!
>>>> David
>>>>
>>>> On Friday, May 13, 2022 at 3:43:36 PM UTC-6 Ruochun Zhang wrote:
>>>>
>>>>> Hi David,
>>>>>
>>>>> This issue is a weakness in the default assumption we made that a 
>>>>> sphere can have at most 12 contacts. This assumption is made to save GPU 
>>>>> memory and to help identify some large-penetration problems in simulation 
>>>>> which is typical with insufficient time step size. This assumption is 
>>>>> fine 
>>>>> with near-rigid spherical contacts, but problematic when meshes are 
>>>>> involved (each mesh facet in contact with a sphere eats up one slot as 
>>>>> well). Imagine a sphere sitting on the tip of a needle made of mesh, it 
>>>>> could have contacts with tens of mesh facets, and we haven't counted the 
>>>>> sphere neighbors it can potentially have.
>>>>>
>>>>> The fix is easy, please go to the file *ChGpuDefines.h* (in 
>>>>> chrono\src\chrono_gpu), and replace
>>>>> *#define MAX_SPHERES_TOUCHED_BY_SPHERE 12*
>>>>> by
>>>>> *#define MAX_SPHERES_TOUCHED_BY_SPHERE 20*
>>>>> or some even larger number if you need it. Rebuild it and your script 
>>>>> should run fine. Note the error messages are hard-coded to say 12 is not 
>>>>> enough if  *MAX_SPHERES_TOUCHED_BY_SPHERE* is exceeded, so if 20 is 
>>>>> not enough and you need even more, just change it and do not let the 
>>>>> error 
>>>>> messages confuse you.
>>>>>
>>>>> Another thing is that it is better to use meshes with relatively 
>>>>> uniform triangle sizes. I attached a rebuilt mesh based on your original 
>>>>> one. It's optional and does not seem to affect this simulation, but it's 
>>>>> a 
>>>>> good practice.
>>>>>
>>>>> To answer your other questions: Unfortunately C::GPU does not 
>>>>> currently have an *efficient* way of streaming particles into the 
>>>>> system. The method you are using (re-initialization) is probably what I 
>>>>> would do too if I have to. With a problem size similar to yours, it 
>>>>> should 
>>>>> be fine. And C::GPU does not have an official API that enforces manual 
>>>>> particle position changes. However this should be fairly straightforward 
>>>>> to 
>>>>> implement. The naive approach is of course, do it on the host side with a 
>>>>> for loop. If you care about efficiency, then we should instead add one 
>>>>> custom GPU kernel call at the end of each iteration, that scans the z 
>>>>> coordinates of all particles, and add an offset to them if they are below 
>>>>> a 
>>>>> certain value. It would be nice if you can tailor it to your needs, but 
>>>>> if 
>>>>> you need help implementing this custom kernel you can let us know (it may 
>>>>> be good to add it as a permanent feature).
>>>>>
>>>>> Lastly, I don't know if you are interested or not but in the new 
>>>>> generation of DEM simulator that we are currently developing, apart from 
>>>>> supporting non-trivial particle geometries, there will be *efficient* 
>>>>> ways to do both things (sleeper and active entities; periodic boundary 
>>>>> with 
>>>>> no extra cost). It is not out yet, however.
>>>>>
>>>>> Thank you,
>>>>> Ruochun
>>>>>
>>>>> On Thursday, May 12, 2022 at 10:47:27 PM UTC-5 [email protected] 
>>>>> wrote:
>>>>>
>>>>>> Hello,
>>>>>>
>>>>>> I have been working on trying to use the GPU module in project chrono 
>>>>>> to fill a vessel with spherical particles. I have been able to 
>>>>>> successfully 
>>>>>> do so by using the method in the demos of generating particle sheets and 
>>>>>> allowing them to settle in the vessel. I have recently, however, been 
>>>>>> attempting to fill the vessel with a "particle source" method that 
>>>>>> continuously streams particles into the domain until a certain number of 
>>>>>> particles is reached. I am unsure if this method is officially supported 
>>>>>> with the GPU module, and I am encountering crash that continuously seems 
>>>>>> to 
>>>>>> happen. I receive the error *No available contact pair slots for 
>>>>>> body # and body # *after the simulation has progressed. It seems to 
>>>>>> occur sometime after the particles hit the bottom of the vessel. I have 
>>>>>> tried reducing my timestep, reducing the "flow rate" of incoming 
>>>>>> particles, 
>>>>>> changing the height of the particle inflow, and altering some 
>>>>>> stiffness/damping constants, but this error seems to always happen soon 
>>>>>> after the particles make contact with the vessel. I have attached my 
>>>>>> input 
>>>>>> files, any help would be appreciated.
>>>>>>
>>>>>> An unrelated question, but does the GPU module support the changing 
>>>>>> of particle positions during the simulation (i.e. taking all particles 
>>>>>> below a certain z and moving them to the top to "recycle" them 
>>>>>> continuously 
>>>>>> during the simulation)?
>>>>>>
>>>>>> Thanks!
>>>>>> David
>>>>>>
>>>>>>
>>>>>>

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