Hello, 

Thank you for your answers. 

It seems that after a clean install, it works. 
I must have done something wrong in the steps. 
I appreciate your support.

Best regards,
Yves

On Wednesday, June 15, 2022 at 11:39:46 PM UTC+3 [email protected] wrote:

> Hi Yves,
>
> Make sure that after making the change in ChrGpuDefines.h that you are 
> rerunning make in both your chrono_build directory, and in the application 
> directory so that everything is properly linked with the changes. The 
> script previously posted should work once the changes are made, I only 
> increased  MAX_SPHERES_TOUCHED_BY_SPHERE to 12 and it worked for me.
>
> Thanks,
> David
>
> On Tuesday, June 14, 2022 at 8:16:05 AM UTC-7 [email protected] wrote:
>
>> Hello,
>>
>> I am actually running into the exact same problem.
>>
>> For instance, with the scripts attached in the first post, and modifying 
>> the MAX_SPHERES_TOUCHED_BY_SPHERE to 32 (then rebuilding the solver), I get 
>> the "No available contact pair" error after around 40 steps.
>> I am on the updated version of the feature/gpu branch, so I am a bit 
>> confused.
>>
>> Do you have any clue of what it could be?
>>
>> Best regards,
>> Yves
>> On Wednesday, June 8, 2022 at 7:07:16 PM UTC+3 Ruochun Zhang wrote:
>>
>>> Hi David,
>>>
>>> Thanks for sharing!
>>>
>>> Ruochun
>>>
>>> On Monday, June 6, 2022 at 10:34:24 AM UTC-5 [email protected] wrote:
>>>
>>>> Realized I forgot to share my changes to add the group functionality. 
>>>> I’m not super familiar with GitHub so I’ll just upload my chrono_gpu 
>>>> source 
>>>> files here. I believe that I only made changes to 
>>>> ChGPUDefines.h,,ChSystemGPU.h and .cpp, and ChSystemGpu_impl.h and .cpp to 
>>>> add the SetParticleGroup function. 
>>>>
>>>> Thanks!
>>>> David
>>>>
>>>> On Sunday, June 5, 2022 at 10:29:33 PM UTC-6 Ruochun Zhang wrote:
>>>>
>>>>> Hi Yves,
>>>>>
>>>>> If by "relocation" you mean something similar to the "particle source" 
>>>>> method mentioned in this thread, then you can already see how it's done 
>>>>> from the scripts shared therein: basically, adding more spheres to the 
>>>>> system then "re-initialize". If you meant establishing a periodic 
>>>>> boundary, 
>>>>> then I don't believe it is discussed in this thread, and as I said this 
>>>>> is 
>>>>> a more dedicated issue and worth a separated discussion.
>>>>>
>>>>> Thanks,
>>>>> Ruochun
>>>>>
>>>>> On Saturday, June 4, 2022 at 2:02:14 PM UTC-5 [email protected] 
>>>>> wrote:
>>>>>
>>>>>> Hello,
>>>>>>
>>>>>> I would be very interested in this feature for my project, would it 
>>>>>> be possible to share the changes you made, especially for the particles 
>>>>>> relocation? 
>>>>>> Please let me know, we can exchange by email as well.
>>>>>>
>>>>>> Yves
>>>>>>
>>>>>> On Monday, May 16, 2022 at 5:55:47 PM UTC+3 [email protected] 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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