fluid dynamics

High-Performance, Modern Code Optimizations for Computational Fluid Dynamics

Modern server farms consist of a large number of heterogeneous, energy-efficient, and very high-performance computing nodes connected with each other through a high-bandwidth network interconnect.  Such systems pose one of the biggest challenges for engineers and scientists today:  how to solve complex, real-world problems by efficiently using the enormous computational horsepower available from the vast number of multi-core arrays comprising these systems.

  • Developers
  • Linux*
  • Server
  • C/C++
  • Intel® Parallel Studio XE
  • Intel® Advanced Vector Extensions
  • OpenMP*
  • fluid dynamics
  • SU2
  • Code Modernization
  • Intel® Many Integrated Core Architecture
  • Parallel Computing
  • Threading
  • Vectorization
  • Fluid Simulation for Video Games (part 17)

    Liquids are fluids that have a free surface (that is, a surface whose shape is not defined by its container). This article—the 17th in the series—describes how to identify a fluid surface. You can use this information to render the surface or to help compute surface tension.
  • Developers
  • Microsoft Windows* 8.x
  • Game Development
  • Windows*
  • Advanced
  • Intel® Threading Building Blocks
  • GameCodeSample
  • fluid dynamics
  • computational fluid dynamic
  • visual computing
  • fluid simulation
  • Game Development
  • Graphics
  • Fluid Simulation for Video Games (part 6)

    This is a series of articles on fluid simulation for video games. This article describes a radically different technique for computing velocity from vorticity, one of the cornerstones of the fluid simulation presented in these articles.
  • Developers
  • Game Development
  • Intel® Threading Building Blocks
  • fluid dynamics
  • computational fluid dynamic
  • visual computing
  • fluid simulation
  • vorticity
  • Game Development
  • Graphics
  • Fluid Simulation for Video Games (part 5)

    This is a series of articles on fluid simulation for video games. This article describes a process for profiling CPU usage and uses that information to optimize and further parallelize the code so that it runs faster.
  • Developers
  • Game Development
  • Intel® Threading Building Blocks
  • fluid dynamics
  • computational fluid dynamic
  • visual computing
  • fluid simulation
  • Game Development
  • Graphics
  • Optimization
  • Parallel Computing
  • Fluid Simulation for Video Games (part 4)

    This is a series of articles on fluid simulation. This article augments fluid simulation to include two-way fluid-body interaction and allow rigid body interaction.
  • Developers
  • Game Development
  • Intel® VTune™ Amplifier
  • Intel® Threading Building Blocks
  • GameCodeSample
  • fluid dynamics
  • computational fluid dynamic
  • visual computing
  • fluid simulation
  • Game Development
  • Graphics
  • Fluid Simulation for Video Games (part 3)

    Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion.
  • Developers
  • Game Development
  • Intel® Threading Building Blocks
  • GameCodeSample
  • fluid dynamics
  • computational fluid dynamic
  • visual computing
  • fluid simulation
  • Game Development
  • Graphics
  • Fluid Simulation for Video Games (part 2)

    Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion.
  • Developers
  • Game Development
  • Intel® Threading Building Blocks
  • fluid dynamics
  • computational fluid dynamic
  • visual computing
  • fluid simulation
  • Game Development
  • Graphics
  • Subscribe to fluid dynamics