Smoothed Particle Hydrodynamics on GPU Just messing around for my molecular dynamics class. Two cases: Impacting cube and dam break with cylinder. Run on an NVIDIA 9800M GTS using CUDA. OpenGL for rendering. Fraps to screencap since I was feeling too drained after getting this working to make actual movies. To view the presentation over how this was done visit sc.fsu.edu
Voith Turbo Fluid Coupling - Hydrodynamics Explanation of the principle of hydrodynamic power transmission in Voith fill-controlled fluid couplings. For more information visit: /startup-components
Smoothed Particle Hydrodynamics 2 Modified the usual Smoothed Particle Hydrodynamics (SPH) fluid simulation method for easier implementation, better performance and more control. Done using Microsoft XNA 2.0.
Hydrodynamics Tuning: Tunnel Cam Watch how we fine tune our boats using advanced water-proof cameras. In this clip you can see the water being compressed.
Hybrid Smoothed Particle Hydrodynamics This is the accompanying video for the paper presented at the Symposium of Computer Animation (SCA 2011): Hybrid Smoothed Particle Hydrodynamics, Karthik Raveendran, Chris Wojtan, Greg Turk Project: By combining a pressure projection on a coarse Eulerian grid with SPH, we can take larger timesteps and maintain near uniform particle density. This method is 2-4x faster than typical SPH simulators without exhibiting noticeable compression artifacts.
Example Smooth Particle Hydrodynamics Visualization of LS-Dyna SPH (smooth particle hydrodynamics) using EnSight. Illustrating of using multiple variables at once to visualize different aspects at the same time (Displacement and strain).
Hydraulic Erosion Using Smoothed Particle Hydrodynamics Kristof, P., Benes, B., Krivanek, J., & Stava, O. This paper presents a new technique for modiﬁcation of 3D terrains by hydraulic erosion. It efﬁciently couples ﬂuid simulation using a Lagrangian approach, namely the Smoothed Particle Hydrodynamics (SPH) method, and a physically-based erosion model adopted from an Eulerian approach. The eroded sediment is associated with the SPH particles and is advected both implicitly, due to the particle motion, and explicitly, through an additional velocity ﬁeld, which accounts for the sediment transfer between the particles. We propose a new donor-acceptor scheme for the explicit advection in SPH. Boundary particles associated to the terrain are used to mediate sediment exchange between the SPH particles and the terrain itself. Our results show that this particle-based method is efﬁcient for the erosion of dense, large, and sparse ﬂuid. Our implementation provides interactive results for scenes with up to 25000 particles.
Kinetic Energy H2 hydrogen production hydrolysis Magneto Hydrodynamics MHD Dangerous Experiment Create a dynamic motion in a fluid path by an electric current influenced by a magnetic field. WARNING ! This experiment produces H2 Hydrogen highly flammable and may produce toxic chlorine gas. It is recommended to run it in a location open and airy
Hydrodynamics Nimitz High School Marching Show for 2012-13.
Two Log Pontoon hydrodynamics, ventilation & wake characteristics at various speeds My endeavor to catalog and video typical hydrodynamics seen in Pontoon Operation. Benefits: 1. Why BIG FOOT gearcases exist 2. Why Ventilation in turns occurs 3. Why Performance Strakes, Specialized Nose Cones and Spray shields vary, along with Underdeck Skins. It will also illustrate that a mere 5 mph difference is quite a difference! This first video installment is: (2) two-log Pontoon Boat operation. Video endeavors to show 0 mph, 5 mph, 10 mph, 15 mph & 20 mph shots, with detailed speed variations that focus on cone design, cone spray shield, and motor pod design. (Test vehicle was a 20ft pontoon boat with 25inch logs, no Performance Strakes, No Underbelly "WaveTamer" skin, a pretty common pontoon design in 2011) Our next video installments will show two-log pontoons with WaveTamer and Performance Strakes, and even later a triple-log tri-toon operation, and how they vary in spray and turbulence. We hope that the audience will observe and recognize that pontoons, unlike V-Hull boats, squeeze the water and spray inward. This causes a great deal of turbulence. So a motor must reach down deeper into the water to escape the aerated water, or it is forced to ventilate in the aeration. Moreover, higher speeds above 15mph begin to benefit from lifting strakes and underbelly skin. Even there, we'll endeavor to show the differences in design, cause & effect between strakes and WaveTamer underbelly skin.
The HydroDynamics buggy just a quick shot I took of it passing by at KOH
Hyde Hydrodynamics Performance - Hyde Drift Boats Visit us online at and design your drift boat today. Hyde Drift Boats hand laid fiberglass and aluminum boats are the highest quality on the market. Hyde also leads the drift boat fishing industry in manufacturing drift boat trailers, oars, storage boxes, rowing seats, and anchor systems.
Hydrodynamics of a swimming fish, science meets art, an experiment you can perform at home Dynamism of a fish in water. A science experiment you can perform at home. For the complete lesson please visit my blog at
[Algodoo]Algodoo Simple Hydrodynamics lesson This is a basic scene that i made, to demonstrate how certain shapes move through water easily. Hydrodynamics in this game are simple at best, but still, it demonstrates a point :) Dare to be different? I do :D
Fluid Simulation using Smooth Particle Hydrodynamics Fluid Simulation using Smooth Particle Hydrodynamics, on the CPU
Blender Smoothed Particle Hydrodynamics (SPH) Problematic Deflections Demonstration of a bug in Blender's particle system in combination with SPH-Fluids.
Eonfusion flood modelling using smoothed-particle hydrodynamics Eonfusion's multi dimensional data structure model and customised flood module have been tailored to modelling the hydrodynamics of flood waters and the process of inundation. The flood module leverages GPU technology to model and capture the trajectories of millions of smoothed-particles added by the user in the interactive real-time model environment. Model results can be visualised as the particle trajectories or summarised in time varying (3D) rasters containing water depth, velocity and heading. The use of GPU technology and the ability to handle several hundred million data records at one time allows Eonfusion to effectively model flood water dynamics and integrate important contextual data for a holistic view.
Project Torpedalo - Final Hydrodynamics Test The third and final hydrodynamics test at Newcastle University's MAST towing tank. The aims of the test were to evaluate the drag curve of the now finished hull shape, determine the drag induced by the drivetrain(s) and collect some data to help decide on rudder size. It was also a good chance to test our waterproof video camera! This work wouldn't have been possible without the unwavering support of John Burn Ltd, CGI, Bentley Motors and Newcastle University. Thanks to all those who have made this testing a success. We're still crunching through the data, but the numbers are looking very, very good!
Course Introduction | Numerical Marine Hydrodynamics, Spring 2003 This course is an introduction to numerical methods: interpolation, differentiation, integration, and systems of linear equations. It covers the solution of differential equations by numerical integration, as well as partial differential equations of inviscid hydrodynamics: finite difference methods, boundary integral equation panel methods. Also addressed are introductory numerical lifting surface computations, fast Fourier transforms, the numerical representation of deterministic and random sea waves, as well as integral boundary layer equations and numerical solutions. See the complete course at: ocw.mit.edu License: Creative Commons BY-NC-SA More information at ocw.mit.edu More courses at ocw.mit.edu
June Marx-Hydrodynamics Video 2012 Video Collage for Hydrodynamics by June Marx from the album Seven Trumpets Sound/The Soundwave Album feat. Reef the Lost Cauze, UG, Chief Kamachi, Ide, Life Long and more
physics animations - Vector Fields and Hydrodynamics REMEMBER: these are not sequels, they are only cuts, from full videos, with the one purpose: show the different kinds of great animations we can use to define and explain anything in science!
2D Smoothed Particle Hydrodynamics This is my implementation of 'Particle-based Fluid Simulation for Interactive Applications' by Matthias Muller. It is done in C++ and OpenGL. Enjoy :)
Deepchord Presents Echospace - Hydrodynamics Silent World (Original Motion Picture Soundtrack) ( 2012, Echospace ) - Triple vinyl, CD and digital download available at Boomkat: tiny.cc
GPU-based Smoothed Particle Hydrodynamics using CUDA, Test scene 2 A video demonstrating my GPU-based Smoothed Particle Hydrodynamics (SPH) implementation using CUDA to achieve extremely high performance. The video shows the real-time performance of the implementation, more than 100 FPS (dt=0.002) is achieved on a NVIDIA Geforce GTX 470 (Fermi). In this scene a water-like fluid is simulated using a SPH model described by Mueller in "Particle-Based Fluid Simulation for Interactive Applications". Test scene 2, 128K particles and hue-based color gradient for particle velocity. This work is part of my masters thesis in computer science at NTNU (Norwegian University of Science and Technology). NTNU HPC-lab website: www.idi.ntnu.no The code and my masters thesis can be found at
Hydrodynamics of packed column This experiment gives you an idea about packed columns , effects of gas and liquid flow rates on the pressure drop developed. You can plot pressure drop vs gas flow rate keeping liquid flow rate as parameter and obtain loading and flooding points. Also, this experiment tells that how packing properties can be critical in the design of a packed column. You can find out void fraction, types of the packing and packing surface by doing separate measurements for them.
Yamaha Banshee Hydrodynamics Front Suspension Review Best upgrade you can do to a banshee by FAR!
GPU-based Smoothed Particle Hydrodynamics using CUDA, Test scene 3 A video demonstrating my GPU-based Smoothed Particle Hydrodynamics (SPH) implementation using CUDA to achieve extremely high performance. The video shows the real-time performance of the implementation, more than 100 FPS (dt=0.002) is achieved on a NVIDIA Geforce GTX 470 (Fermi). In this scene a water-like fluid is simulated using a SPH model described by Mueller in "Particle-Based Fluid Simulation for Interactive Applications". Test scene 3, 128K particles and hue-based color gradient for particle velocity. This work is part of my masters thesis in computer science at NTNU (Norwegian University of Science and Technology). NTNU HPC-lab website: www.idi.ntnu.no The code and my masters thesis can be found at
Pontoon Hydrodynamics with Aluminum Underdeck Skin - Turbulence Variation #1 In this installment, we have added a 0.062" aluminum skin to the underdeck. There was no speed gain, the boat is capable of 25 mph on GPS with 90 hp Engine. The boat ride comfort improves as a just-discernable vibration is removed from the entire boat by the addition of skin. Note: It took speeds of over 15 mph to produce sufficient spray to warranty the skin. No speed gain was observed, but a higher comfort level was attained. Our next installment will be a 22ft two-log pontoon with no underdeck skin but with the addition of performance strakes.
Mod-01 Lec-01 Introduction to Marine Hydrodynamics Marine Hydrodynamics by Dr. Trilochan Sahoo, Department of Ocean Engineering and Naval Architecture, IIT Kharagpur. For more details on NPTEL visit nptel.iitm.ac.in
The Hydrodynamics of Wine Swirling A crucial step in wine tasting is the so called swirling, necessary to release the bouquet of the wine: a gentle circular movement of the glass generates a wave propagating along the glass walls, enhancing oxygenation and mixing. Although being used in a large variety of other applications (eg cells cultures in orbital shaken bioreactors) this motion is not yet well understood. In this fluid dynamics video we show the large variety of waves shapes generated by this simple movement, and we identify a group of dimensionless parameters governing the flow. Credits: Martino Reclari, Matthieu Dreyer, Stephanie Tissot, Danail Obreschkow, Florian Wurm, Mohamed Farhat Read the paper here: See more videos like this on my blog:
Fluid Simulation Using the Smoothed Particle Hydrodynamics (SPH) water simulation, air trap, Smoothed Particle Hydrodynamics (SPH), ray tracing (source code: me.berkeley.edu
Dwarf galaxy formation by hydrodynamical SPH simulations From the paper "Bulgeless dwarf galaxies and dark matter cores from supernova-driven outflows," by F. Governato, C. Brook, L. Mayer, A. Brooks, G. Rhee, J. Wadsley, P. Jonsson, B. Willman, G. Stinson, T. Quinn & P. Madau. Nature 13 january 2010. The properties of 'dwarf' galaxies have long challenged the cold dark matter (CDM) model of galaxy formation, as the properties of most observed dwarf galaxies contrast with models based on the dominance of CDM. Here, hydrodynamical simulations (assuming the presence of CDM) are reported in which the ***ogues of dwarf galaxies — bulgeless and with shallow central dark-matter profiles — arise naturally. The movie is from computer simulations using SPH Treecode Gasoline. A fully parallel, N-body+smoothed particle hydrodynamics (SPH) code GASOLINE is used to compute the evolution of both the collisionless and dissipative component in the simulations. A detailed description of the code is available in the literature. Here we recall its essential features. GASOLINE computes gravitational forces using a treecode that employs multipole expansions to approximate the gravitational acceleration on each particle. A tree is built with each node storing its multipole moments. Time integration is carried out using the leapfrog method, which is a second-order symplectic integrator requiring only one costly force evaluation per timestep and only one copy of the physical state of the system. In cosmological simulations periodic ...
Smoothed Particle Hydrodynamics 3 : Assignment Final Scene 1 This is the first scene from a simple CUDA implementation of SPH using simple "bucket" grid to speed up queries. The wall provides a tangential force in order to keep motion going. Adjusting viscosity too high will produce instability as shown. Since this makes only a single density estimation, a high rest density setting will tend to coalesce into local globules. (Actually these grouping tend to occur at the grid sites. To do.) Based on the paper by Takahiro Harada of Tokyo University.
Hydrodynamics Marching Songs Hydrodynamics is the show that my school band is going to play next year. The songs are water, steam, and ice
Smoothed Particle Hydrodynamics (2) BASED ON this Paper www.iro.umontreal.ca Written in VB6 Public Sub INIT_FLUID(Optional Npoints = 0, _ Optional IterRadius = 8, _ Optional DeltaTime = 0.5, _ Optional Stiffness = 0.125, _ Optional...
HydroDynamic Buggy Hammers 2011 Waterfall.wmv Full hydraulic rock buggy testing at the Hammers
Hydrodynamics, water chemistry, and coral reef metabolism Jim received his PhD in Chemical Oceanography from the University of Hawaii in 2002 following his completion of an MS from the same program in 1998. He also holds a BS in Civil and Environmental Engineering from the Massachusetts Institute of Technology. His research focuses largely on climatic forcing of carbon, nitrogen, and phosphorus cycles in coral reef communities.
Lecture - 40 Rudder Hydrodynamics Lecture Series on Performance of Marine Vehicles At Sea by Prof.SC Misra and Prof.D.Sen, Department of Ocean Engineering and Naval Architecture, IIT Kharagpur. For More details on NPTEL visit nptel.iitm.ac.in
Modeling Early Galaxies Using Radiation Hydrodynamics This simulation uses a flux-limited diffusion solver to explore the radiation hydrodynamics of early galaxies, in particular, the ionizing radiation created by Population III stars. At the time of this rendering, the simulation has evolved to a redshift of 3.5. The simulation volume is 11.2 comoving megaparsecs, and has a uniform grid of 10243 cells, with over 1 billion dark matter and star particles. This animation shows a combined view of the baryon density, dark matter density, radiation energy and emissivity from this simulation. The multi-variate rendering is particularly useful because is shows both the baryonic matter ("normal") and dark matter, and the pressure and temperature variables are properties of only the baryonic matter. Visible in the gas density are "bubbles", or shells, created by the radiation feedback from young stars. Seeing the bubbles from feedback provides confirmation of the physics model implemented. Features such as these are difficult to identify algorithmically, but easily found when viewing the visualization. Simulation was performed on Kraken at the National Institute for Computational Sciences. Visualization was produced using resources of the Argonne Leadership Computing Facility at Argonne National Laboratory.