Spaces:
Sleeping
Sleeping
File size: 11,811 Bytes
66c9c8a | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 | # Copyright (c) 2022 NVIDIA CORPORATION. All rights reserved.
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
###########################################################################
# Example Smoothed Particle Hydrodynamics
#
# Shows how to implement a SPH fluid simulation.
#
# Neighbors are found using the wp.HashGrid class, and
# wp.hash_grid_query(), wp.hash_grid_query_next() kernel methods.
#
# Reference Publication
# Matthias Müller, David Charypar, and Markus H. Gross.
# "Particle-based fluid simulation for interactive applications."
# Symposium on Computer animation. Vol. 2. 2003.
#
###########################################################################
import os
import numpy as np
import warp as wp
import warp.render
wp.init()
@wp.func
def square(x: float):
return x * x
@wp.func
def cube(x: float):
return x * x * x
@wp.func
def fifth(x: float):
return x * x * x * x * x
@wp.func
def density_kernel(xyz: wp.vec3, smoothing_length: float):
# calculate distance
distance = wp.dot(xyz, xyz)
return wp.max(cube(square(smoothing_length) - distance), 0.0)
@wp.func
def diff_pressure_kernel(
xyz: wp.vec3, pressure: float, neighbor_pressure: float, neighbor_rho: float, smoothing_length: float
):
# calculate distance
distance = wp.sqrt(wp.dot(xyz, xyz))
if distance < smoothing_length:
# calculate terms of kernel
term_1 = -xyz / distance
term_2 = (neighbor_pressure + pressure) / (2.0 * neighbor_rho)
term_3 = square(smoothing_length - distance)
return term_1 * term_2 * term_3
else:
return wp.vec3()
@wp.func
def diff_viscous_kernel(xyz: wp.vec3, v: wp.vec3, neighbor_v: wp.vec3, neighbor_rho: float, smoothing_length: float):
# calculate distance
distance = wp.sqrt(wp.dot(xyz, xyz))
# calculate terms of kernel
if distance < smoothing_length:
term_1 = (neighbor_v - v) / neighbor_rho
term_2 = smoothing_length - distance
return term_1 * term_2
else:
return wp.vec3()
@wp.kernel
def compute_density(
grid: wp.uint64,
particle_x: wp.array(dtype=wp.vec3),
particle_rho: wp.array(dtype=float),
density_normalization: float,
smoothing_length: float,
):
tid = wp.tid()
# order threads by cell
i = wp.hash_grid_point_id(grid, tid)
# get local particle variables
x = particle_x[i]
# store density
rho = float(0.0)
# particle contact
neighbors = wp.hash_grid_query(grid, x, smoothing_length)
# loop through neighbors to compute density
for index in neighbors:
# compute distance
distance = x - particle_x[index]
# compute kernel derivative
rho += density_kernel(distance, smoothing_length)
# add external potential
particle_rho[i] = density_normalization * rho
@wp.kernel
def get_acceleration(
grid: wp.uint64,
particle_x: wp.array(dtype=wp.vec3),
particle_v: wp.array(dtype=wp.vec3),
particle_rho: wp.array(dtype=float),
particle_a: wp.array(dtype=wp.vec3),
isotropic_exp: float,
base_density: float,
gravity: float,
pressure_normalization: float,
viscous_normalization: float,
smoothing_length: float,
):
tid = wp.tid()
# order threads by cell
i = wp.hash_grid_point_id(grid, tid)
# get local particle variables
x = particle_x[i]
v = particle_v[i]
rho = particle_rho[i]
pressure = isotropic_exp * (rho - base_density)
# store forces
pressure_force = wp.vec3()
viscous_force = wp.vec3()
# particle contact
neighbors = wp.hash_grid_query(grid, x, smoothing_length)
# loop through neighbors to compute acceleration
for index in neighbors:
if index != i:
# get neighbor velocity
neighbor_v = particle_v[index]
# get neighbor density and pressures
neighbor_rho = particle_rho[index]
neighbor_pressure = isotropic_exp * (neighbor_rho - base_density)
# compute relative position
relative_position = particle_x[index] - x
# calculate pressure force
pressure_force += diff_pressure_kernel(
relative_position, pressure, neighbor_pressure, neighbor_rho, smoothing_length
)
# compute kernel derivative
viscous_force += diff_viscous_kernel(relative_position, v, neighbor_v, neighbor_rho, smoothing_length)
# sum all forces
force = pressure_normalization * pressure_force + viscous_normalization * viscous_force
# add external potential
particle_a[i] = force / rho + wp.vec3(0.0, gravity, 0.0)
@wp.kernel
def apply_bounds(
particle_x: wp.array(dtype=wp.vec3),
particle_v: wp.array(dtype=wp.vec3),
damping_coef: float,
width: float,
height: float,
length: float,
):
tid = wp.tid()
# get pos and velocity
x = particle_x[tid]
v = particle_v[tid]
# clamp x left
if x[0] < 0.0:
x = wp.vec3(0.0, x[1], x[2])
v = wp.vec3(v[0] * damping_coef, v[1], v[2])
# clamp x right
if x[0] > width:
x = wp.vec3(width, x[1], x[2])
v = wp.vec3(v[0] * damping_coef, v[1], v[2])
# clamp y bot
if x[1] < 0.0:
x = wp.vec3(x[0], 0.0, x[2])
v = wp.vec3(v[0], v[1] * damping_coef, v[2])
# clamp z left
if x[2] < 0.0:
x = wp.vec3(x[0], x[1], 0.0)
v = wp.vec3(v[0], v[1], v[2] * damping_coef)
# clamp z right
if x[2] > length:
x = wp.vec3(x[0], x[1], length)
v = wp.vec3(v[0], v[1], v[2] * damping_coef)
# apply clamps
particle_x[tid] = x
particle_v[tid] = v
@wp.kernel
def kick(particle_v: wp.array(dtype=wp.vec3), particle_a: wp.array(dtype=wp.vec3), dt: float):
tid = wp.tid()
v = particle_v[tid]
particle_v[tid] = v + particle_a[tid] * dt
@wp.kernel
def drift(particle_x: wp.array(dtype=wp.vec3), particle_v: wp.array(dtype=wp.vec3), dt: float):
tid = wp.tid()
x = particle_x[tid]
particle_x[tid] = x + particle_v[tid] * dt
@wp.kernel
def initialize_particles(
particle_x: wp.array(dtype=wp.vec3), smoothing_length: float, width: float, height: float, length: float
):
tid = wp.tid()
# grid size
nr_x = wp.int32(width / 4.0 / smoothing_length)
nr_y = wp.int32(height / smoothing_length)
nr_z = wp.int32(length / 4.0 / smoothing_length)
# calculate particle position
z = wp.float(tid % nr_z)
y = wp.float((tid // nr_z) % nr_y)
x = wp.float((tid // (nr_z * nr_y)) % nr_x)
pos = smoothing_length * wp.vec3(x, y, z)
# add small jitter
state = wp.rand_init(123, tid)
pos = pos + 0.001 * smoothing_length * wp.vec3(wp.randn(state), wp.randn(state), wp.randn(state))
# set position
particle_x[tid] = pos
class Example:
def __init__(self, stage):
# render params
self.frame_dt = 1.0 / 60.0
self.frame_count = 600
self.renderer = wp.render.UsdRenderer(stage)
self.sim_time = 0.0
# simulation params
self.smoothing_length = 0.8 # NOTE change this to adjust number of particles
self.width = 80.0 # x
self.height = 80.0 # y
self.length = 80.0 # z
self.isotropic_exp = 20
self.base_density = 1.0
self.particle_mass = 0.01 * self.smoothing_length**3 # reduce according to smoothing length
self.dt = 0.01 * self.smoothing_length # decrease sim dt by smoothing length
self.dynamic_visc = 0.025
self.damping_coef = -0.95
self.gravity = -0.1
self.n = int(
self.height * (self.width / 4.0) * (self.height / 4.0) / (self.smoothing_length**3)
) # number particles (small box in corner)
self.sim_step_to_frame_ratio = int(32 / self.smoothing_length)
# constants
self.density_normalization = (315.0 * self.particle_mass) / (
64.0 * np.pi * self.smoothing_length**9
) # integrate density kernel
self.pressure_normalization = -(45.0 * self.particle_mass) / (np.pi * self.smoothing_length**6)
self.viscous_normalization = (45.0 * self.dynamic_visc * self.particle_mass) / (
np.pi * self.smoothing_length**6
)
# allocate arrays
self.x = wp.empty(tuple([self.n]), dtype=wp.vec3)
self.v = wp.zeros(tuple([self.n]), dtype=wp.vec3)
self.rho = wp.zeros(tuple([self.n]), dtype=float)
self.a = wp.zeros(tuple([self.n]), dtype=wp.vec3)
# set random positions
wp.launch(
kernel=initialize_particles,
dim=self.n,
inputs=[self.x, self.smoothing_length, self.width, self.height, self.length],
) # initialize in small area
# create hash array
grid_size = int(self.height / (4.0 * self.smoothing_length))
self.grid = wp.HashGrid(grid_size, grid_size, grid_size)
def update(self):
with wp.ScopedTimer("simulate", active=True):
for _ in range(self.sim_step_to_frame_ratio):
with wp.ScopedTimer("grid build", active=False):
# build grid
self.grid.build(self.x, self.smoothing_length)
with wp.ScopedTimer("forces", active=False):
# compute density of points
wp.launch(
kernel=compute_density,
dim=self.n,
inputs=[self.grid.id, self.x, self.rho, self.density_normalization, self.smoothing_length],
)
# get new acceleration
wp.launch(
kernel=get_acceleration,
dim=self.n,
inputs=[
self.grid.id,
self.x,
self.v,
self.rho,
self.a,
self.isotropic_exp,
self.base_density,
self.gravity,
self.pressure_normalization,
self.viscous_normalization,
self.smoothing_length,
],
)
# apply bounds
wp.launch(
kernel=apply_bounds,
dim=self.n,
inputs=[self.x, self.v, self.damping_coef, self.width, self.height, self.length],
)
# kick
wp.launch(kernel=kick, dim=self.n, inputs=[self.v, self.a, self.dt])
# drift
wp.launch(kernel=drift, dim=self.n, inputs=[self.x, self.v, self.dt])
self.sim_time += self.frame_dt
def render(self, is_live=False):
with wp.ScopedTimer("render", active=True):
time = 0.0 if is_live else self.sim_time
self.renderer.begin_frame(time)
self.renderer.render_points(points=self.x.numpy(), radius=self.smoothing_length, name="points")
self.renderer.end_frame()
if __name__ == "__main__":
stage_path = os.path.join(os.path.dirname(__file__), "outputs/example_sph.usd")
example = Example(stage_path)
for i in range(example.frame_count):
example.render()
example.update()
example.renderer.save()
|