As someone who has always been working with #SmoothedParticleHydrodynamics, I have a diminished capacity for amazement at the level of detail an #SPH simulation can achieve. I still can't deny that the simulations look good though, and I can understand why people less familiar with the method find even the simplest ones quite impressive.

(Attached: some visual data from the beaching experiments conducted by our PhD student Roberta Cristofaro for the #PLATONE project that focuses on plastic transport due to waves and currents on emerged and submerged beaches).

Having Just Realized™ that I can use Sphere Glyphs to render my particles in #ParaView, I am now Very Happy™ because my low-resolution #SPH simulations can be made to appear so much nicer.

#SmoothedParticleHydrodynamics #CFD #ComputationalFluidDynamics #rendering #visualization

Our most recent paper on #SPH / #FEM coupling for offshore structures modeling with #GPUSPH has been published:

https://authors.elsevier.com/c/1m3VB_hNWk2tT

These kinds of works, with validation against experimental results, is always a challenging task, even for the simpler problems. Lab experiments and numerical simulations have each their own set of problems that need to be addressed, and the people working on the two sides of the fence often have a very different perspective on what should be considered trivial and not worth measuring, and what is instead crucial to the success of the experiment.

Getting these two sides to talk to each other successfully is no walk in the park, and I wish to extend my deepest gratitude to Vito Zago, who has gone to incredible lengths both during the “science making” to make things work out, and during the manuscript submission and review process, a nearly Sisyphean task in itself.

#SmoothedParticleHydrodynamics #FiniteElements #FiniteElementMethods

Talking about dependencies: one thing we did *not* reimplement in #GPUSPH is rigid body motion. GPUSPH is intended to be code for #CFD, and while I do dream about making it a general-purpose code for #ContinuumMechanics, at the moment anything pertaining solids is “delegated”.

When a (solid) object is added to a test case in GPUSPH, it can be classified as either a “moving” or a “floating” object. The main difference is that a “moving” object is assumed to have a prescribed motion, which effectively means the user has to also define how the object moves, while a “floating” object is assumed to move according to the standard equations of motion, with the forces and torques exerted on the body by the fluid provided by GPUSPH.

For floating objects, we delegate the rigid body motion computation to the well-established simulation engine #ProjectChrono
https://projectchrono.org/

Chrono is a “soft dependency” of GPUSPH: you do not need it to build a generic test case, but you do need it if you want floating objects without having to write the entire rigid body solver yourself.

1/n

#SmoothedParticleHydrodynamics #SPH #ComputationalFluidDynamics

Project Chrono - An Open-Source Physics Engine

Project Chrono is a physics-based simulation infrastructure based on a platform-independent, open-source design.

Point 1. (non-trivial geometries) is one of the reasons why most CFD systems have a separate, heavy-duty preprocessing stage dedicated to help users design said geometries and make them “accessible” to the method. The problem for us is that the vast majority of the “tools of the trade” are dedicated to mesh-based methods (especially the finite elements method, FEM) and are thus not useful for particle methods such as #SPH.

There's still a lot of ongoing research on how to “optimally” fill arbtirary geometries with particles for these applications (see for example a recent work by the #SPHinXsys team on the topic <https://doi.org/10.1016/j.cpc.2023.108744>): although superficially one could think that this is a simple extension of what is used for the standard meshes (which is almost true as long as one sticks to a single layer of boundary particles) things devolve pretty quickly when multiple layers are needed (which is the case for many solid boundary models in #SmoothedParticleHydrodynamics) or a complete fill to be achieved in a way that respect a number of equilibrium conditions that should be satisfied at the beginning of the simulation. (And remember: you might need to do both an “outer” and an “inner” fill for the same geometry, putting fluid particles on one side, and boundary particles on the other).

2/

Hello all! This will be the official #GPUSPH account on the Fediverse going forward. What is GPUSPH, you ask? It's a software for #ComputationalFluidDynamics using the #SmoothedParticleHydrodynamics method, accelerated by running entirely* on GPU. In fact, it was the first to do so, leveraging the new GPGPU capabilities offered by NVIDIA CUDA.

(These days we have wider hardware support, but for a long time CUDA was all we supported.)

#introduction #newHere #CFD #HPC

*conditions apply

Jokes aside, I think this is actually one of the powerful aspects of federation. On the corporate sites, the single namespace meant that for #SmoothedParticleHydrodynamics we had to use the #SPH_ tag (with the underscore) to avoid confusion with, shall we say, other uses of the same #SPH acronym.
On the #Fediverse, the experience is more “local”, something that I already observed with the Page42 game (<https://fediscience.org/@giuseppebilotta/113554443204685599>).

This means that, at least within the confines of the servers more focused on science, the unmodified tag has a better chance to work for the numerical method.

(Still, if I browse the tag, aside from feeling a bit “vox clamantis in deserto”, I do see a couple of posts with that other meaning.)

Giuseppe Bilotta (@[email protected])

There's something to be said about #Fediverse weirdness, that we all see different things. I discovered the Page42 hashtag game on my "unprofessional" profile, but since I'm at work now and taking a break, I participated by grabbing the closest book I have on hand, which is unsurprising a (somewhat dated, but still valid) reference on #SPH #SmoothedParticleHydrodynamics —and that seems to actually be quite characteristic of _this_ corner of the Fediverse 1/2

FediScience.org

Apparenty we weren't having enough issues of context collapse for #SPH as an acronym of #SmoothedParticleHydrodynamics, since I'm now seeing #STI as an acronym for #SymplecticTimeIntegrator. And of course these article are more often than not written with #LaTeX.

(No, Mastodon, I really do not want you to normalize the case of *that* tag.)

One of these I'm going to create a quiz game: #kink #fetish or #numericalAnalysis?

When this post https://mastodon.social/@coreyspowell/113807316007617909 by @coreyspowell popped up in my feed just now my first thought was: «wait, I'm pretty sure I saw something similar at a recent #SPHERIC conference» so of course I checked the linked paper (<https://www.nature.com/articles/s41561-024-01612-0.epdf?sharing_token=9Q4L9YJs0dXIOXIb7dJ9F9RgN0jAjWel9jnR3ZoTv0NvCuY-CCmAUDS-e_nTUnvNU1gexpN1yz5LgFWb6OYeZtFJos0bQQeDtkY5TswjWh9TsZvZ6a44fcxf1Kw-c1KkueYZqv6G1Lx7wrnS7EBY4v1kIZ-srQuT1Md7nJKtojM%3D>) and lo and behold, they do use #SPH #SmoothedParticleHydrodynamics

However, I had a feeling it wasn't exactly the same, and by digging deeper in my memory, I realized that indeed what I had seen wasn't (a preview of) this work, but a #SPHERIC2019 contribution about simulating impacts on planetary giants with #SWIFT (a well-known SPH code for #astrophysics, the field SPH was originally designed for, available from <https://www.swiftsim.com>) with Uranus as a test case. You can read the full article here:
https://doi.org/10.1093/mnras/stz1606
and see a high-resolution animation of the Uranus impact, as well as other simulations, at https://icc.dur.ac.uk/giant_impacts/

Capture of an ancient Charon around Pluto | Nature Geoscience

Pluto and Charon are the largest binary system in the known population of trans-Neptunian objects in the outer Solar System. Their shared external orbital axis suggests a linked evolutionary history and collisional origin. Their radii, ~1,200 km and ~600 km, respectively, and Charon’s wide circular orbit of about 16 Pluto radii require a formation mechanism that places a large mass fraction into orbit, with sufficient angular momentum to drive tidal orbital expansion. Here we numerically model the collisional capture of Charon by Pluto using simulations that include material strength. In our simulations, friction distributes impact momentum, leading Charon and Pluto to become temporarily connected, instead of merging, for impacts aligned with the target’s rotation. In this ‘kiss-and-capture’ regime, coalescence of the bodies is prevented by strength. For a prograde target rotation consistent with the system angular momentum, Charon is then tidally decoupled and raised into a near-circular orbit from which it migrates outwards to distances consistent with its present orbit. Charon is captured relatively intact in this scenario, retaining its core and most of its mantle, which implies that Charon could be as ancient as Pluto. Numerical simulations suggest that Pluto’s moon Charon was captured intact, in a scenario in which the two bodies temporarily merged in a collision but did not coalesce due to solid strength effects.

A heads-up for anyone interested in #SPH #SmoothedParticleHydrodynamics: the #SPHERIC2025 abstract submission deadline has been moved to January 20.

https://spheric2025.upc.edu/

#CFD

SPHERIC 2025

SPHERIC 2025