Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-14 Thread Andy Ross
Arnt Karlsen wrote:
> ..well, all good jokes can't come up with a potential like the
> http://gpgpu.org; your average recent GPU chews code 6 times
> faster than your average CPU.  So, we can use part of the GPU
> to show pretty pictures, and the remainder, say "half", to say,
> triple FG framerates?   ;-)

Well... it's not quite that great.  If GPUs were better CPUs than
CPUs, guess what we'd all be running for our performance-critical
operations?  Specifically, find me an implementation of string search
(the fundamental operation in gene sequencing) that works on a GPU.
Or index building (database stuff); or a big if()-tree based on
complicated state (server-side business apps)...

GPUs have dedicated hardware for the purpose of 3D rendering.  Most
importantly this includes:

+ Parallel, pipelined, single-precision 4D vector operations.  A
  typical CPU has 2 or 3 floating point pipelines.  A high end GPU can
  have dozens.

+ 1- 2- and 3D lookup tables (i.e. textures), with built-in
  interpolation/extrapolation (i.e. mipmapping & filtering).  The
  memory bandwidth they can bring to bear on this stuff just crushes
  what a CPU can do.

It also includes less generically useful stuff, like
perspective-correct interpolation of vertex constants across a
polygon.  And it lacks a lot of stuff that CPU users take for granted:

+ High clock speeds.  A CPU can dispatch single instructions 10x
  faster than the fastest GPU.  This means that anything requiring
  quick decision making or iteration belong on the CPU.

+ Registers and cache.  CPUs get special bonuses for iterating on the
  same data they were just using.  GPUs get almost nothing (there's a
  little bit of caching that goes on within a single polygon's texture
  mapping, and a vertex cache of recently transformed vertices), and
  have to fetch it from main memory every single time it's used.

+ Turing completeness.  Other than recent NVidia hardware, GPUs simply
  can't decide a lot of problems without CPU intervention anyway.

+ Double precision floating point math.  Sometimes, single just ain't
  enough.

And lots of others.  Basically, this is all just a long winded way of
saying "use the right tool for the job".

Andy



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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-14 Thread Steven Beeckman
Arnt Karlsen wrote:
On Thu, 13 Jan 2005 15:05:26 +0100, Steven wrote in message 
<[EMAIL PROTECTED]>:


Citeren "Ampere K. Hardraade" <[EMAIL PROTECTED]>:

On January 13, 2005 07:28 am, Arnt Karlsen wrote:
On Wed, 12 Jan 2005 21:30:23 -0500, Ampere wrote in message
<[EMAIL PROTECTED]>:
On January 12, 2005 08:18 pm, Arnt Karlsen wrote:
..these guys use GPU's as math engines?
Why not?  It makes sense.
As a classmate of mine pointed out: the GPU is just a chip for
matrix manipulations.
..aye.  I'm just wondering how much work we can yank off the
Control Process Unit and dump onto these General Purpose
processing Unit_s_.  ;-)
I was referring to Graphics processing units.

..me 2.  ;-)

Am I missing something here? :-\
A joke ;-) (see the ";-)" smiley of Arnt)

..well, all good jokes can't come up with a potential like the
http://gpgpu.org; your average recent GPU chews code 6 times 
faster than your average CPU.  So, we can use part of the GPU 
to show pretty pictures, and the remainder, say "half", to say, 
triple FG framerates?  ;-)


Are there any decent books about those Navier-Stokes equations and how

..chk these:
http://download.nvidia.com/developer/SDK/Individual_Samples/DEMOS\OpenGL\src\gpgpu_fluid\docs\GPU_Gems_Fluids_Chapter.pdf
(Yeah, those back-slashes worked in Konqueror!!! 8o))
http://www.gpgpu.org/cgi-bin/blosxom.cgi/Miscellaneous/Books/
http://www.gpgpu.org/cgi-bin/blosxom.cgi/Miscellaneous/Courses/
http://www.gpgpu.org/cgi-bin/blosxom.cgi/Miscellaneous/
http://download.nvidia.com/developer/SDK/Individual_Samples/samples.html#gpgpu_fluid
http://www.strangebunny.com/techdemo_stokes.php (arrrgh bummer, 
should have been done in OpenGL)
http://www.eet.com/in_focus/silicon_engineering/showArticle.jhtml?articleID=55300900
http://www.eet.com/showArticle.jhtml?articleID=55300904 

..and you might wanna compare Microsofts take with the other guys:
http://www.cs.unc.edu/Events/Conferences/GP2/program.shtml  ;-)

Thanks for the links! I'll look deeper into them after the exams.
to implement them in C or java?

..nonono, FG is C++ and will likely remain so for all sortsa good
reasons I was buried under when I asked "Why not C like in the
kernel?", an extensive discussion of the wisdom of writing Java code 
can be found over at http://Groklaw.net/, hints on "follow the money", 
also points towards Redmond and Lindon, Utah.

I knew that FG was written in C++ :-p. Problem is that I haven't been 
properly educated to program in C++ (yet).

Steven
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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-13 Thread Ampere K. Hardraade
On January 13, 2005 09:27 am, Christian Mayer wrote:
> The general wing geometry (i.e. the stuff you get from an 3-view) is one
> thing. 
I don't use 3-view.

> The the real profile of the wing  is crucial here - and it's 
> AFAIK kept as an trade secret.
That depends on how old the plane is:
http://www.aae.uiuc.edu/m-selig/ads/coord_database.html

Alternately, if you managed to get your hands on some technical documents on 
the aircraft, you may be able to get the information you need regarding the 
wing ribs' geometry.

> Your models also won't have enough detail (= polygons) to reflect that
> geometry in the needed detail (or they would be bad models for
> visualisation...)
Those models put into FlightGear definately don't have the detail required.  
But If the author keeps the original spline cage of the aircraft, it won't be 
difficult for he/she to come up with another model that does have enough 
polygons.  However, it will be time consuming to make sure the model is 
completely one piece.



Anyway, this may be useful for an engineering project of mine this term -- 
create a model glider.  Will it be appropiate for me to ask for advice here?



Ampere

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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-13 Thread Ampere K. Hardraade
On January 13, 2005 02:12 pm, Lee Elliott wrote:
> Any particular reason you think the problem is just due to
> laziness?
No no, I was just trying to say that individual model can be made to be 
"watertight" if anyone decide to put one through those aerodynamic programs, 
and he/she will have to close the model manually instead of relying on some 
automated functions.

No offense was intended.

Ampere

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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-13 Thread Lee Elliott
On Thursday 13 January 2005 14:27, Christian Mayer wrote:
> Ampere K. Hardraade schrieb:
> > On January 12, 2005 06:07 pm, Christian Mayer wrote:
> >>I see more problems with the correct shape of the wings. The
> >> models won't get it right and using just some NACA profiles
> >> won't work with the higly optimized profiles of modern
> >> aircrafts (like those from Airbus).
> >
> > I am pretty confident that my models can make it through the
> > program, since wing geometry is the first thing I look for. 
> > I don't know about others though.
>
> The general wing geometry (i.e. the stuff you get from an
> 3-view) is one thing. The the real profile of the wing  is
> crucial here - and it's AFAIK kept as an trade secret.
>
> On modern aircraft (like all Airbus modells and the newer
> Boeing ones) these are extremely optimized to be able to fly
> at high speeds efficently.
>
> Your models also won't have enough detail (= polygons) to
> reflect that geometry in the needed detail (or they would be
> bad models for visualisation...)
>
> CU,
> Christian

I've thought about this for a few years now and although I had 
similar concerns about the accuracy of the aerofoil at first I 
don't think it's important now.

If you supply a highly accurate (read high resolution) aerofoil 
definition to an FDM solver/engine it's going to result in a 
correspondly high processing requirement.

As the aerofoil would only be required to establish the 
characteristics, or properties, of the flight surface, it might 
be better to just skip the aerofoil stuff and either supply 
those co-efficients directly, or generate them from other known 
characteristics instead.

LeeE

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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-13 Thread Lee Elliott
On Thursday 13 January 2005 12:28, Arnt Karlsen wrote:
> On Wed, 12 Jan 2005 21:30:23 -0500, Ampere wrote in message
>
> <[EMAIL PROTECTED]>:
> > On January 12, 2005 08:18 pm, Arnt Karlsen wrote:
> > > ..these guys use GPU's as math engines?
> >
> > Why not?  It makes sense.
> >
> > As a classmate of mine pointed out: the GPU is just a chip
> > for matrix manipulations.
>
> ..aye.  I'm just wondering how much work we can yank off the
> Control Process Unit and dump onto these General Purpose
> processing Unit_s_.  ;-)

This reminds me of some stuff I read about dsp processors, about 
ten years ago.  Nothing in depth but iirc the effective 
processing speeds were of the order of several GHz then, with 
corresponding flop rates.

It certainly caused a raised an eyebrow when I read it:)

LeeE

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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-13 Thread Lee Elliott
On Thursday 13 January 2005 02:22, Ampere K. Hardraade wrote:
> On January 12, 2005 04:10 pm, Wolfram Kuss wrote:
> > However, CFD programs need a "watertight" geometry. I would
> > guess that far in excess of 90% of models are not. For
> > example, each edge needs to have two neighbour faces.
>
> The models can be made to be "watertight".  People just need
> to get off their lazy behind and start creating/merging parts
> poly by poly, vertex by vertex.
>
>
>
> Ampere

I'm afraid that all model objects cannot be made 'water -tight', 
i.e turned into closed surfaces, at least not without adding 
lots of redundant faces, which would then need to be set to 100% 
transparency.

This would increase both the surface culling overhead and 
probably cause further problems with transparency ordering.

Examples would include canopies and virtual cockpits.

How would you make a closed surface cockpit canopy without adding 
redundant surfaces to close it?  I guess you could actually give 
it some thickness, and close it that way, but it would increase 
the face count x 3 (outside faces, edge faces & inside faces).

It's similar with virtual cockpits i.e. the window frames and 
panel.  After you've made the basic interior surfaces you'd then 
have add additional surfaces to close them at the back, but you 
would never want to see them.

Any particular reason you think the problem is just due to 
laziness?

LeeE

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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-13 Thread Arnt Karlsen
On Thu, 13 Jan 2005 15:05:26 +0100, Steven wrote in message 
<[EMAIL PROTECTED]>:

> Citeren "Ampere K. Hardraade" <[EMAIL PROTECTED]>:
> 
> > On January 13, 2005 07:28 am, Arnt Karlsen wrote:
> > > On Wed, 12 Jan 2005 21:30:23 -0500, Ampere wrote in message
> > >
> > > <[EMAIL PROTECTED]>:
> > > > On January 12, 2005 08:18 pm, Arnt Karlsen wrote:
> > > > > ..these guys use GPU's as math engines?
> > > >
> > > > Why not?  It makes sense.
> > > >
> > > > As a classmate of mine pointed out: the GPU is just a chip for
> > > > matrix manipulations.
> > >
> > > ..aye.  I'm just wondering how much work we can yank off the
> > > Control Process Unit and dump onto these General Purpose
> > > processing Unit_s_.  ;-)
> > I was referring to Graphics processing units.

..me 2.  ;-)

> > Am I missing something here? :-\
> >
> 
> A joke ;-) (see the ";-)" smiley of Arnt)

..well, all good jokes can't come up with a potential like the
http://gpgpu.org; your average recent GPU chews code 6 times 
faster than your average CPU.  So, we can use part of the GPU 
to show pretty pictures, and the remainder, say "half", to say, 
triple FG framerates?  ;-)

> Are there any decent books about those Navier-Stokes equations and how

..chk these:
http://download.nvidia.com/developer/SDK/Individual_Samples/DEMOS\OpenGL\src\gpgpu_fluid\docs\GPU_Gems_Fluids_Chapter.pdf
(Yeah, those back-slashes worked in Konqueror!!! 8o))
http://www.gpgpu.org/cgi-bin/blosxom.cgi/Miscellaneous/Books/
http://www.gpgpu.org/cgi-bin/blosxom.cgi/Miscellaneous/Courses/
http://www.gpgpu.org/cgi-bin/blosxom.cgi/Miscellaneous/
http://download.nvidia.com/developer/SDK/Individual_Samples/samples.html#gpgpu_fluid
http://www.strangebunny.com/techdemo_stokes.php (arrrgh bummer, 
should have been done in OpenGL)
http://www.eet.com/in_focus/silicon_engineering/showArticle.jhtml?articleID=55300900
http://www.eet.com/showArticle.jhtml?articleID=55300904 

..and you might wanna compare Microsofts take with the other guys:
http://www.cs.unc.edu/Events/Conferences/GP2/program.shtml  ;-)

> to implement them in C or java?

..nonono, FG is C++ and will likely remain so for all sortsa good
reasons I was buried under when I asked "Why not C like in the
kernel?", an extensive discussion of the wisdom of writing Java code 
can be found over at http://Groklaw.net/, hints on "follow the money", 
also points towards Redmond and Lindon, Utah.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-13 Thread Innis Cunningham
 Andy Ross writes

I'm not saying this stuff is impossible; people have been designing
aircraft using CFD models for almost 20 years, and CPU cycles have
never been cheaper.  But it's a lot more work than just feeding
c172.ac into a program and getting a working FDM configuration out the
other side.
Heaven help us if my 3D models are going to be depended on to produce
the FDM.Then you will realy have the uncontrolable aircraft. :-)
Andy
Cheers
Innis

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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-13 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Steven Beeckman schrieb:
> Are there any decent books about those Navier-Stokes equations and how
> to implement them in C or java?

One description of Navier Stokes are at:
http://en.wikipedia.org/wiki/Navier-Stokes_equations

there are also many many other webpages out there that tell you the
equations.


To solve them you need a good understanding of solving partial
differential equations (PDE).

If you can solve them analytical you'll be awarded with a big amount of
money and extreme amounts of fame...

So you can only solve them (generally) by numeric methods.

So just grab any book about solving PDEs numerically and you can solve
the Navier Stokes (at least in theory...)

CU,
Christian
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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-13 Thread Andy Ross
Wolfram Kuss wrote:
> However, CFD programs need a "watertight" geometry. I would
> guess that far in excess of 90% of models are not. For example,
> each edge needs to have two neighbour faces.

It's even worse than that.  Real world aircraft performance is
sensitive to all sorts of details that are simply unattainable for an
amateur 3D model.  Things like exact wing section shapes aren't
available unless you have the original design plans and/or an actual
aircraft to digitize.  And I don't even want to think about the
polygon counts involved in an accurate model. :)

And remember that the aero modelling is still only part of the
problem.  You still need to get the mass distribution from
somewhere, because it doesn't appear in the photographs.

I'm not saying this stuff is impossible; people have been designing
aircraft using CFD models for almost 20 years, and CPU cycles have
never been cheaper.  But it's a lot more work than just feeding
c172.ac into a program and getting a working FDM configuration out the
other side.

Andy


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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-13 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Ampere K. Hardraade schrieb:
> On January 12, 2005 06:07 pm, Christian Mayer wrote:
> 
>>I see more problems with the correct shape of the wings. The models
>>won't get it right and using just some NACA profiles won't work with the
>>higly optimized profiles of modern aircrafts (like those from Airbus).
> 
> I am pretty confident that my models can make it through the program, since 
> wing geometry is the first thing I look for.  I don't know about others 
> though.

The general wing geometry (i.e. the stuff you get from an 3-view) is one
thing. The the real profile of the wing  is crucial here - and it's
AFAIK kept as an trade secret.

On modern aircraft (like all Airbus modells and the newer Boeing ones)
these are extremely optimized to be able to fly at high speeds efficently.

Your models also won't have enough detail (= polygons) to reflect that
geometry in the needed detail (or they would be bad models for
visualisation...)

CU,
Christian
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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-13 Thread Steven Beeckman
Citeren "Ampere K. Hardraade" <[EMAIL PROTECTED]>:

> On January 13, 2005 08:37 am, Ampere K. Hardraade wrote:
> > I was referring to Graphics processing units.
> >
> > Am I missing something here? :-\
> >
> > Ampere
> Nevermind.  I got confused again.
> 

And I responded before I read this mail :/, so sorry for the first line
of my previous reply ;-).

Steven

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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-13 Thread Steven Beeckman
Citeren "Ampere K. Hardraade" <[EMAIL PROTECTED]>:

> On January 13, 2005 07:28 am, Arnt Karlsen wrote:
> > On Wed, 12 Jan 2005 21:30:23 -0500, Ampere wrote in message
> >
> > <[EMAIL PROTECTED]>:
> > > On January 12, 2005 08:18 pm, Arnt Karlsen wrote:
> > > > ..these guys use GPU's as math engines?
> > >
> > > Why not?  It makes sense.
> > >
> > > As a classmate of mine pointed out: the GPU is just a chip for
> matrix
> > > manipulations.
> >
> > ..aye.  I'm just wondering how much work we can yank off the
> > Control Process Unit and dump onto these General Purpose
> > processing Unit_s_.  ;-)
> I was referring to Graphics processing units.
> 
> Am I missing something here? :-\
>

A joke ;-) (see the ";-)" smiley of Arnt)

Are there any decent books about those Navier-Stokes equations and how
to implement them in C or java?

Greets,

Steven

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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-13 Thread Ampere K. Hardraade
On January 13, 2005 08:37 am, Ampere K. Hardraade wrote:
> I was referring to Graphics processing units.
>
> Am I missing something here? :-\
>
> Ampere
Nevermind.  I got confused again.



Ampere

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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-13 Thread Ampere K. Hardraade
On January 13, 2005 07:28 am, Arnt Karlsen wrote:
> On Wed, 12 Jan 2005 21:30:23 -0500, Ampere wrote in message
>
> <[EMAIL PROTECTED]>:
> > On January 12, 2005 08:18 pm, Arnt Karlsen wrote:
> > > ..these guys use GPU's as math engines?
> >
> > Why not?  It makes sense.
> >
> > As a classmate of mine pointed out: the GPU is just a chip for matrix
> > manipulations.
>
> ..aye.  I'm just wondering how much work we can yank off the
> Control Process Unit and dump onto these General Purpose
> processing Unit_s_.  ;-)
I was referring to Graphics processing units.

Am I missing something here? :-\

Ampere

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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-13 Thread Arnt Karlsen
On Wed, 12 Jan 2005 21:30:23 -0500, Ampere wrote in message 
<[EMAIL PROTECTED]>:

> On January 12, 2005 08:18 pm, Arnt Karlsen wrote:
> > ..these guys use GPU's as math engines?
> Why not?  It makes sense.
> 
> As a classmate of mine pointed out: the GPU is just a chip for matrix 
> manipulations.

..aye.  I'm just wondering how much work we can yank off the 
Control Process Unit and dump onto these General Purpose 
processing Unit_s_.  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-12 Thread Ampere K. Hardraade
On January 12, 2005 08:18 pm, Arnt Karlsen wrote:
> ..these guys use GPU's as math engines?
Why not?  It makes sense.

As a classmate of mine pointed out: the GPU is just a chip for matrix 
manipulations.



Ampere

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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-12 Thread Ampere K. Hardraade
On January 12, 2005 06:07 pm, Christian Mayer wrote:
> I see more problems with the correct shape of the wings. The models
> won't get it right and using just some NACA profiles won't work with the
> higly optimized profiles of modern aircrafts (like those from Airbus).
I am pretty confident that my models can make it through the program, since 
wing geometry is the first thing I look for.  I don't know about others 
though.

Ampere

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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-12 Thread Ampere K. Hardraade
On January 12, 2005 04:10 pm, Wolfram Kuss wrote:
> However, CFD programs need a "watertight" geometry. I would guess that
> far in excess of 90% of models are not. For example, each edge needs
> to have two neighbour faces.
The models can be made to be "watertight".  People just need to get off their 
lazy behind and start creating/merging parts poly by poly, vertex by vertex.



Ampere

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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-12 Thread Arnt Karlsen
On Wed, 12 Jan 2005 02:06:12 +0100, Oliver wrote in message 
<[EMAIL PROTECTED]>:

> In a german news page (http://www.pro-linux.de/news/2005/7690.html)
> i found an article about a software called OpenFOAM which was put
> under the  GPL license a few days ago and can do the following: 
> 
> "The OpenFOAM (Field Operation and Manipulation) software package can
> simulate  anything from complex fluid flows involving chemical
> reactions, turbulence  and heat transfer, to solid dynamics,
> electromagnetics and the pricing of  financial options."
> 
> I read the word "turbulence" and thought that perhaps
> this could be usefull somehow for flightgear or jsbsim but i am not
> shure  about that, so i mention it here maybe you know it better if
> this could be  somehow usefull for flightgear/jsbsim.
> 
> Here's the website of that software:
> http://www.opencfd.co.uk/openfoam/index.html

..dude, I can use this to model thermochemical gasification.

..these guys use GPU's as math engines?

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-12 Thread Arnt Karlsen
On Wed, 12 Jan 2005 16:01:59 + (UTC), Martin wrote in message 
<[EMAIL PROTECTED]>:

> Christian Mayer wrote:
> 
> > Nowadays you can solve navier stokes in real time in your graphics
> > hardware...
> 
>  as long as you don't need your graphics hardware for other
> purposes I think - like displaying FlightGear  ;-)
> 
> Martin.

..sure we need all of our gpu irons for that?  ;-)  
On Tue, 11 Jan 2005 01:49:37 +0100, Arnt wrote in message 
<[EMAIL PROTECTED]>:
> 
> > Hi
>  > 
>  > ..another way to run code: http://gpgpu.org/ , for a wee quick
>  > intro, chk out: 
>  > http://www.ece.ucdavis.edu/~jowens/talks/owens-hpec04-gpgpu.pdf
>  > 
>  > ..note how they waaail for killer apps.  ;-)
>  > 
>  > .."formation flight": http://wwwx.cs.unc.edu/~tgamblin/gpgp/  ;-)
> 
>  ..this is well worth a look.
>   
>  > ...more gory details:  http://gamma.cs.unc.edu/GPGP/ 
>  > http://www.daimi.au.dk/~mosegard/GPGPU_E04 
>  > 
>  > ..and, ahem, an app: http://flightgear.org/   ;-)
>  > 
>  > ..so, if I cheat, by stuffing in 5 pci nVidea "math" cards beside
>  > my new 1xAGP 9250, my trusty 5 yr old AMD K6-2 450MHz can run 
>  > in circles around anything on the market for another 5 years?  ;-)
>  > 
> 
>  ..since then, I found these (some links span 2 lines and have 
>  spaces in their directory or link file names) to spoonfeed you: 
>  http://www.eet.com/showArticle.jhtml?articleID=55300904
>  http://gpgpu.org/cgi-bin/blosxom.cgi/
>  Audio and Signal Processing/index.html
>  http://gpgpu.org/cgi-bin/blosxom.cgi/
>  Advanced Rendering/index.html
>  http://gpgpu.org/cgi-bin/blosxom.cgi/
>  Scientific Computing/index.html
>  http://gpgpu.org/cgi-bin/blosxom.cgi/
>  High-Level Languages/index.html
>  http://gpgpu.org/cgi-bin/blosxom.cgi/Miscellaneous/
>  Developer Resources/index.html
>  http://gpgpu.org/cgi-bin/blosxom.cgi/Miscellaneous/index.html
>  http://openvidia.sourceforge.net/
>  http://www.strangebunny.com/techdemo_stokes.php
> 
>  ..note that the latter is useless to us as it requires DirectX 9.
> 
>  ..I would guess that if these tricks can pulled off on these cards,
>  stereo video can be done too, regardless of how Microsoft or 
>  anyone else might feel about it: http://gamma.cs.unc.edu/GPGP/
> 

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-12 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
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Wolfram Kuss schrieb:
> Erik wrote:
> 
> 
>>This still might be useful if you can get all the moments and 
>>coefficients from it. Then you would be able to create a JSBSim 
>>configuration file from the model geometry.
> 
> 
> The idea of using the gfx model you need to do anyone (or one of the
> thousands or ten thousands you find on the internet) and automatically
> get the config file. It would not matter if it takes over night or
> even if it takes a week.
> 
> However, CFD programs need a "watertight" geometry. I would guess that
> far in excess of 90% of models are not. For example, each edge needs
> to have two neighbour faces.

As you are only interested in the full shape of the plane (and not it's
single parts) you could help yourself by automatically closing these holes.

I see more problems with the correct shape of the wings. The models
won't get it right and using just some NACA profiles won't work with the
higly optimized profiles of modern aircrafts (like those from Airbus).

CU,
Christian
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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-12 Thread Jon S Berndt
On Wed, 12 Jan 2005 22:10:47 +0100
 [EMAIL PROTECTED] (Wolfram Kuss) wrote:
Erik wrote:
This still might be useful if you can get all the moments and 
coefficients from it. Then you would be able to create a JSBSim 
configuration file from the model geometry.
The idea of using the gfx model you need to do anyone (or one of the
thousands or ten thousands you find on the internet) and 
automatically
get the config file. It would not matter if it takes over night or
even if it takes a week.

However, CFD programs need a "watertight" geometry. I would guess 
that
far in excess of 90% of models are not. For example, each edge needs
to have two neighbour faces.
There's always DATCOM+:
www.holycows.net/datcom
Jon
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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-12 Thread Wolfram Kuss
Erik wrote:

>This still might be useful if you can get all the moments and 
>coefficients from it. Then you would be able to create a JSBSim 
>configuration file from the model geometry.

The idea of using the gfx model you need to do anyone (or one of the
thousands or ten thousands you find on the internet) and automatically
get the config file. It would not matter if it takes over night or
even if it takes a week.

However, CFD programs need a "watertight" geometry. I would guess that
far in excess of 90% of models are not. For example, each edge needs
to have two neighbour faces.


>Erik

Bye bye,
Wolfram.


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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-12 Thread Martin Spott
Christian Mayer wrote:

> Nowadays you can solve navier stokes in real time in your graphics
> hardware...

 as long as you don't need your graphics hardware for other
purposes I think - like displaying FlightGear  ;-)

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-12 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
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Martin Spott schrieb:
> "Oliver C." wrote:
> 
> 
>>I read the word "turbulence" and thought that perhaps
>>this could be usefull somehow for flightgear or jsbsim but i am not shure 
>>about that, so i mention it here maybe you know it better if this could be 
>>somehow usefull for flightgear/jsbsim.
> 
> 
> Simulation of fluid dynamices the way I got to know it (in iron casting
> processes) typically means that you define a model plus the fluid
> environment, start the solver and come back the next day. This is not
> necessarily the usual application with FlightGear - but still nice to
> know about that project.

Nowadays you can solve navier stokes in real time in your graphics
hardware...

It's really impressive!

But the precision isn't good enough for real engineering tasks - yet.

CU,
Christian
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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-12 Thread Erik Hofman
Martin Spott wrote:
"Oliver C." wrote:

I read the word "turbulence" and thought that perhaps
this could be usefull somehow for flightgear or jsbsim but i am not shure 
about that, so i mention it here maybe you know it better if this could be 
somehow usefull for flightgear/jsbsim.

Simulation of fluid dynamices the way I got to know it (in iron casting
processes) typically means that you define a model plus the fluid
environment, start the solver and come back the next day. This is not
necessarily the usual application with FlightGear - but still nice to
know about that project.
This still might be useful if you can get all the moments and 
coefficients from it. Then you would be able to create a JSBSim 
configuration file from the model geometry.

Erik
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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-11 Thread Martin Spott
"Oliver C." wrote:

> I read the word "turbulence" and thought that perhaps
> this could be usefull somehow for flightgear or jsbsim but i am not shure 
> about that, so i mention it here maybe you know it better if this could be 
> somehow usefull for flightgear/jsbsim.

Simulation of fluid dynamices the way I got to know it (in iron casting
processes) typically means that you define a model plus the fluid
environment, start the solver and come back the next day. This is not
necessarily the usual application with FlightGear - but still nice to
know about that project.

Thanks,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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[Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-11 Thread Oliver C.
In a german news page (http://www.pro-linux.de/news/2005/7690.html)
i found an article about a software called OpenFOAM which was put under the 
GPL license a few days ago and can do the following: 

"The OpenFOAM (Field Operation and Manipulation) software package can simulate 
anything from complex fluid flows involving chemical reactions, turbulence 
and heat transfer, to solid dynamics, electromagnetics and the pricing of 
financial options."

I read the word "turbulence" and thought that perhaps
this could be usefull somehow for flightgear or jsbsim but i am not shure 
about that, so i mention it here maybe you know it better if this could be 
somehow usefull for flightgear/jsbsim.

Here's the website of that software:
http://www.opencfd.co.uk/openfoam/index.html



Best Regards, 
 Oliver C.

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