FluidX3D
The fastest and most memory efficient lattice Boltzmann CFD software, running on all GPUs and CPUs via OpenCL. Free for non-commercial use.
(click on images to show videos on YouTube)
Update History
- v1.0 (04.08.2022) changes (public release)
- public release
- v1.1 (29.09.2022) changes (GPU voxelization)
- added solid voxelization on GPU (slow algorithm)
- added tool to print current camera position (key G)
- minor bug fix (workaround for Intel iGPU driver bug with triangle rendering)
- v1.2 (24.10.2022) changes (force/torque computation)
- added functions to compute force/torque on objects
- added function to translate Mesh
- added Stokes drag validation setup
- v1.3 (10.11.2022) changes (minor bug fixes)
- added unit conversion functions for torque
FORCE_FIELDandVOLUME_FORCEcan now be used independently- minor bug fix (workaround for AMD legacy driver bug with binary number literals)
- v1.4 (14.12.2022) changes (Linux graphics)
- complete rewrite of C++ graphics library to minimize API dependencies
- added interactive graphics mode on Linux with X11
- fixed streamline visualization bug in 2D
- v2.0 (09.01.2023) changes (multi-GPU upgrade)
- added (cross-vendor) multi-GPU support on a single node (PC/laptop/server)
- v2.1 (15.01.2023) changes (fast voxelization)
- made solid voxelization on GPU lightning fast (new algorithm, from minutes to milliseconds)
- v2.2 (20.01.2023) changes (velocity voxelization)
- added option to voxelize moving/rotating geometry on GPU, with automatic velocity initialization for each grid point based on center of rotation, linear velocity and rotational velocity
- cells that are converted from solid->fluid during re-voxelization now have their DDFs properly initialized
- added option to not auto-scale mesh during
read_stl(...), with negativesizeparameter - added kernel for solid boundary rendering with marching-cubes
- v2.3 (30.01.2023) changes (particles)
- added particles with immersed-boundary method (either passive or 2-way-coupled, only supported with single-GPU)
- minor optimization to GPU voxelization algorithm (workgroup threads outside mesh bounding-box return after ray-mesh intersections have been found)
- displayed GPU memory allocation size is now fully accurate
- fixed bug in
write_line()function insrc/utilities.hpp - removed
.exefile extension for Linux/macOS
- v2.4 (11.03.2023) changes (UI improvements)
- added a help menu with key H that shows keyboard/mouse controls, visualization settings and simulation stats
- improvements to keyboard/mouse control (+/- for zoom, mouseclick frees/locks cursor)
- added suggestion of largest possible grid resolution if resolution is set larger than memory allows
- minor optimizations in multi-GPU communication (insignificant performance difference)
- fixed bug in temperature equilibrium function for temperature extension
- fixed erroneous double literal for Intel iGPUs in skybox color functions
- fixed bug in make.sh where multi-GPU device IDs would not get forwarded to the executable
- minor bug fixes in graphics engine (free cursor not centered during rotation, labels in VR mode)
- fixed bug in
LBM::voxelize_stl()size parameter standard initialization
- v2.5 (11.04.2023) changes (raytracing overhaul)
- implemented light absorption in fluid for raytracing graphics (no performance impact)
- improved raytracing framerate when camera is inside fluid
- fixed skybox pole flickering artifacts
- fixed bug where moving objects during re-voxelization would leave an erroneous trail of solid grid cells behind
- v2.6 (16.04.2023) changes (Intel Arc patch)
- patched OpenCL issues of Intel Arc GPUs: now VRAM allocations >4GB are possible and correct VRAM capacity is reported
- v2.7 (29.05.2023) changes (visualization upgrade)
- added slice visualization (key 2 / key 3 modes, then switch through slice modes with key T, move slice with keys Q/E)
- made flag wireframe / solid surface visualization kernels toggleable with key 1
- added surface pressure visualization (key 1 when
FORCE_FIELDis enabled andlbm.calculate_force_on_boundaries();is called) - added binary
.vtkexport function for meshes withlbm.write_mesh_to_vtk(Mesh* mesh); - added
time_step_multiplicatorforintegrate_particles()function inPARTICLESextension - made correction of wrong memory reporting on Intel Arc more robust
- fixed bug in
write_file()template functions - reverted back to separate
cl::Contextfor each OpenCL device, as the shared Context otherwise would allocate extra VRAM on all other unused Nvidia GPUs - removed Debug and x86 configurations from Visual Studio solution file (one less complication for compiling)
- fixed bug that particles could get too close to walls and get stuck, or leave the fluid phase (added boundary force)
- v2.8 (24.06.2023) changes (documentation + polish)
- finally added more documentation
- cleaned up all sample setups in
setup.cppfor more beginner-friendliness, and added required extensions indefines.hppas comments to all setups - improved loading of composite
.stlgeometries, by adding an option to omit automatic mesh repositioning, added more functionality toMeshstruct inutilities.hpp - added
uint3 resolution(float3 box_aspect_ratio, uint memory)function to compute simulation box resolution based on box aspect ratio and VRAM occupation in MB - added
bool lbm.graphics.next_frame(...)function to export images for a specified video length in themain_setupcompute loop - added
VIS_...macros to ease setting visualization modes in headless graphics mode inlbm.graphics.visualization_modes - simulation box dimensions are now automatically made equally divisible by domains for multi-GPU simulations
- fixed Info/Warning/Error message formatting for loading files and made Info/Warning/Error message labels colored
- added Ahmed body setup as an example on how body forces and drag coefficient are computed
- added Cessna 172 and Bell 222 setups to showcase loading composite .stl geometries and revoxelization of moving parts
- added optional semi-transparent rendering mode (
#define GRAPHICS_TRANSPARENCY 0.7findefines.hpp) - fixed flickering of streamline visualization in interactive graphics
- improved smooth positioning of streamlines in slice mode
- fixed bug where
massandmassexinSURFACEextension were also allocated in CPU RAM (not required) - fixed bug in Q-criterion rendering of halo data in multi-GPU mode, reduced gap width between domains
- removed shared memory optimization from mesh voxelization kernel, as it crashes on Nvidia GPUs with new GPU drivers and is incompatible with old OpenCL 1.0 GPUs
- fixed raytracing attenuation color when no surface is at the simulation box walls with periodic boundaries
- v2.9 (31.07.2023) changes (multithreading)
- added cross-platform
parallel_forimplementation inutilities.hppusingstd::threads - significantly (>4x) faster simulation startup with multithreaded geometry initialization and sanity checks
- faster
calculate_force_on_object()andcalculate_torque_on_object()functions with multithreading - added total runtime and LBM runtime to
lbm.write_status() - fixed bug in voxelization ray direction for re-voxelizing rotating objects
- fixed bug in
Mesh::get_bounding_box_size() - fixed bug in
print_message()function inutilities.hpp
- added cross-platform
- v2.10 (05.11.2023) changes (frustum culling)
- improved rasterization performance via frustum culling when only part of the simulation box is visible
- improved switching between centered/free camera mode
- refactored OpenCL rendering library
- unit conversion factors are now automatically printed in console when
units.set_m_kg_s(...)is used - faster startup time for FluidX3D benchmark
- miner bug fix in
voxelize_mesh(...)kernel - fixed bug in
shading(...) - replaced slow (in multithreading)
std::rand()function with standard C99 LCG - more robust correction of wrong VRAM capacity reporting on Intel Arc GPUs
- fixed some minor compiler warnings
- v2.11 (07.12.2023) changes (improved Linux graphics)
- interactive graphics on Linux are now in fullscreen mode too, fully matching Windows
- made CPU/GPU buffer initialization significantly faster with
std::fillandenqueueFillBuffer(overall ~8% faster simulation startup) - added operating system info to OpenCL device driver version printout
- fixed flickering with frustum culling at very small field of view
- fixed bug where rendered/exported frame was not updated when
visualization_modeschanged
- v2.12 (18.01.2024) changes (faster startup)
- ~3x faster source code compiling on Linux using multiple CPU cores if
makeis installed - significantly faster simulation initialization (~40% single-GPU, ~15% multi-GPU)
- minor bug fix in
Memory_Container::reset()function
- ~3x faster source code compiling on Linux using multiple CPU cores if
- v2.13 (11.02.2024) changes (improved .vtk export)
- data in exported
.vtkfiles is now automatically converted to SI units - ~2x faster
.vtkexport with multithreading - added unit conversion functions for
TEMPERATUREextension - fixed graphical artifacts with axis-aligned camera in raytracing
- fixed
get_exe_path()for macOS - fixed X11 multi-monitor issues on Linux
- workaround for Nvidia driver bug:
enqueueFillBufferis broken for large buffers on Nvidia GPUs - fixed slow numeric drift issues caused by
-cl-fast-relaxed-math - fixed wrong Maximum Allocation Size reporting in
LBM::write_status() - fixed missing scaling of coordinates to SI units in
LBM::write_mesh_to_vtk()
- data in exported
- v2.14 (03.03.2024) changes (visualization upgrade)
- coloring can now be switched between velocity/density/temperature with key Z
- uniform improved color palettes for velocity/density/temperature visualization
- color scale with automatic unit conversion can now be shown with key H
- slice mode for field visualization now draws fully filled-in slices instead of only lines for velocity vectors
- shading in
VIS_FLAG_SURFACEandVIS_PHI_RASTERIZEmodes is smoother now make.shnow automatically detects operating system and X11 support on Linux and only runs FluidX3D if last compilation was successful- fixed compiler warnings on Android
- fixed
make.shfailing on some systems due to nonstandard interpreter path - fixed that
makewould not compile with multiple cores on some systems
- v2.15 (09.04.2024) changes (framerate boost)
- eliminated one frame memory copy and one clear frame operation in rendering chain, for 20-70% higher framerate on both Windows and Linux
- enabled
g++compiler optimizations for faster startup and higher rendering framerate - fixed bug in multithreaded sanity checks
- fixed wrong unit conversion for thermal expansion coefficient
- fixed density to pressure conversion in LBM units
- fixed bug that raytracing kernel could lock up simulation
- fixed minor visual artifacts with raytracing
- fixed that console sometimes was not cleared before
INTERACTIVE_GRAPHICS_ASCIIrendering starts
- v2.16 (02.05.2024) changes (bug fixes)
- simplified 10% faster marching-cubes implementation with 1D interpolation on edges instead of 3D interpolation, allowing to get rid of edge table
- added faster, simplified marching-cubes variant for solid surface rendering where edges are always halfway between grid cells
- refactoring in OpenCL rendering kernels
- fixed that voxelization failed in Intel OpenCL CPU Runtime due to array out-of-bounds access
- fixed that voxelization did not always produce binary identical results in multi-GPU compared to single-GPU
- fixed that velocity voxelization failed for free surface simulations
- fixed terrible performance on ARM GPUs by macro-replacing fused-multiply-add (
fma) witha*b+c - fixed that Y/Z keys were incorrect for
QWERTYkeyboard layout in Linux - fixed that free camera movement speed in help overlay was not updated in stationary image when scrolling
- fixed that cursor would sometimes flicker when scrolling on trackpads with Linux-X11 interactive graphics
- fixed flickering of interactive rendering with multi-GPU when camera is not moved
- fixed missing
XInitThreads()call that could crash Linux interactive graphics on some systems - fixed z-fighting between
graphics_rasterize_phi()andgraphics_flags_mc()kernels
- v2.17 (05.06.2024) changes (unlimited domain resolution)
- domains are no longer limited to 4.29 billion (2Β³Β², 1624Β³) grid cells or 225 GB memory; if more are used, the OpenCL code will automatically compile with 64-bit indexing
- new, faster raytracing-based field visualization for single-GPU simulations
- added GPU Driver and OpenCL Runtime installation instructions to documentation
- refactored
INTERACTIVE_GRAPHICS_ASCII - fixed memory leak in destructors of
floatN,floatNxN,doubleN,doubleNxN(all unused) - made camera movement/rotation/zoom behavior independent of framerate
- fixed that
smart_device_selection()would print a wrong warning if device reports 0 MHz clock speed
- v2.18 (21.07.2024) changes (more bug fixes)
- added support for high refresh rate monitors on Linux
- more compact OpenCL Runtime installation scripts in Documentation
- driver/runtime installation instructions will now be printed to console if no OpenCL devices are available
- added domain information to
LBM::write_status() - added
LBM::indexfunction foruint3input parameter - fixed that very large simulations sometimes wouldn't render properly by increasing maximum render distance from 10k to 2.1M
- fixed mouse input stuttering at high screen refresh rate on Linux
- fixed graphical artifacts in free surface raytracing on Intel CPU Runtime for OpenCL
- fixed runtime estimation printed in console for setups with multiple
lbm.run(...)calls - fixed density oscillations in sample setups (too large
lbm_u) - fixed minor graphical artifacts in
raytrace_phi() - fixed minor graphical artifacts in
ray_grid_traverse_sum() - fixed wrong printed time step count on raindrop sample setup
- v2.19 (07.09.2024) changes (camera splines)
- the camera can now fly along a smooth path through a list of provided keyframe camera placements, using Catmull-Rom splines
- more accurate remaining runtime estimation that includes time spent on rendering
- enabled FP16S memory compression by default
- printed camera placement using key G is now formatted for easier copy/paste
- added benchmark chart in Readme using mermaid gantt chart
- placed memory allocation info during simulation startup at better location
- fixed threading conflict between
INTERACTIVE_GRAPHICSandlbm.graphics.write_frame(); - fixed maximum buffer allocation size limit for AMD GPUs and in Intel CPU Runtime for OpenCL
- fixed wrong
Re<Re_maxinfo printout for 2D simulations - minor fix in
bandwidth_bytes_per_cell_device()
- v3.0 (16.11.2024) changes (larger CPU/iGPU simulations)
- reduced memory footprint on CPUs and iGPU from 72 to 55 Bytes/cell (fused OpenCL host+device buffers for
rho/u/flags), allowing 31% higher resolution in the same RAM capacity - faster hardware-supported and faster fallback emulation atomic floating-point addition for
PARTICLESextension - hardened
calculate_f_eq()against bad user input forD2Q9 - fixed velocity voxelization for overlapping geometry with different velocity
- fixed Remaining Time printout during paused simulation
- fixed CPU/GPU memory printout for CPU/iGPU simulations
- reduced memory footprint on CPUs and iGPU from 72 to 55 Bytes/cell (fused OpenCL host+device buffers for
- v3.1 (08.02.2025) changes (more bug fixes)
- faster
enqueueReadBuffer()on modern CPUs with 64-Byte-alignedhost_buffer - hardened ray intersection functions against planar ray edge case
- updated OpenCL headers
- better OpenCL device specs detection using vendor ID and Nvidia compute capability
- better VRAM capacity reporting correction for Intel dGPUs
- improved styling of performance mermaid gantt chart in Readme
- added multi-GPU performance mermaid gantt chart in Readme
- updated driver install guides
- fixed voxelization being broken on some GPUs
- added workaround for compiler bug in Intel CPU Runtime for OpenCL that causes Q-criterion isosurface rendering corruption
- fixed TFlops estimate for Intel Battlemage GPUs
- fixed wrong device name reporting for AMD GPUs
- faster
- v3.2 (09.03.2025) changes (fast force/torque summation)
- implemented GPU-accelerated force/torque summation (~20x faster than CPU-multithreaded implementation before)
- simplified calculating object force/torque in setups
- improved coloring in
VIS_FIELD/ray_grid_traverse_sum() - updated OpenCL-Wrapper now compiles OpenCL C code with
-cl-std=CL3.0if available - fixed compiling on macOS with new OpenCL headers
- v3.3 (17.05.2025) changes (faster .vtk export)
.vtkexport now converts and writes data in chunks, to reduce memory footprint and time for large memory allocation.vtkfiles now contain original file name as metadata in titleINTERACTIVE_GRAPHICS_ASCIInow renders in 2x vertical resolution but less colors- updated OpenCL-Wrapper: more robust dp4a detection, fixed core count reporting for RDNA4 GPUs
- fixed
update_moving_boundaries()kernel not being called with flags other thanTYPE_S - fixed corrupted first frame until resizing with
INTERACTIVE_GRAPHICS_ASCII - fixed
resolution()function for D2Q9 - fixed missing
<chrono>header on some compilers - fixed bug in
split_regex() - fixed compiler warning with
min_int
- v3.4 (02.07.2025) changes (bug fixes)
- updated OpenCL driver install versions
- minor refactoring in
stream_collide() - fixed bug in insertion-sort in
voxelize_mesh()kernel causing crash on AMD GPUs - fixed bug in
voxelize_mesh_on_device()host code causing initialization corruption on AMD GPUs - fixed dual CU and IPC reporting on AMD RDNA 1-4 GPUs
- v3.5 (01.10.2025) changes (multi-GPU particles)
PARTICLESextension now also works with multi-GPU- faster force spreading if volume force is axis-aligned
- added more documentation for boundary conditions
- updated FAQs
- improved "hydraulic jump" sample setup
- updated GPU driver install instructions
- disabled zero-copy on ARM iGPUs because
CL_MEM_USE_HOST_PTRis broken there
- v3.6 (24.03.2026) changes (improved macOS graphics)
- improved
INTERACTIVE_GRAPHICSsupport on macOS with XQuartz - added
Mesh::get_center_of_mass()function, for easy rotation of any balanced rotor - made performance
mermaidganttchart in Readme properly colored - more robust Intel GPU core/CU detecton via
CL_DEVICE_IP_VERSION_INTEL - OpenCL code refactoring
- set
nvidia_compute_capabilityonly for Nvidia GPUs not Nvidia CPUs - fixed TFLOPs/s estimate for AMD CDNA3/4 GPUs
- fixed Device Name and CU reporting for AMD GPUs with rusticl
- improved
- v3.7 (14.05.2026) changes (faster Q-criterion rendering)
- up to 2x faster Q-criterion isosurface rendering on some GPUs
- reduced assembly spaghettification by simpler condition for VR rendering and disabling loop unrolling in rasterization
- micro-optimization in
convert_triangle/_interpolated() - fixed empty kernel name and workgroup size error printout in OpenCL-Wrapper
How to get started?
Read the FluidX3D Documentation!
Compute Features - Getting the Memory Problem under Control
CFD model: lattice Boltzmann method (LBM)
streaming (part 2/2)
collision
streaming (part 1/2)
variables and notation
variable SI units defining equation description x m x = (x,y,z)T 3D position in Cartesian coordinates t s - time ρ kg∕mΒ³ ρ = (Σi fi)+1 mass density of fluid p kg∕m sΒ² p = cΒ² ρ pressure of fluid u m∕s u = 1∕ρ Σi ci fi velocity of fluid ν mΒ²∕s ν = μ∕ρ kinematic shear viscosity of fluid μ kg∕m s μ = ρ ν dynamic viscosity of fluid fi kg∕mΒ³ - shifted density distribution functions (DDFs) Δx m Δx = 1 lattice constant (in LBM units) Δt s Δt = 1 simulation time step (in LBM units) c m∕s c = 1∕√3 Δx∕Δt lattice speed of sound (in LBM units) i 1 0 ≤ i < q LBM streaming direction index q 1 q ∈ { 9,15,19,27 } number of LBM streaming directions ei m D2Q9 / D3Q15/19/27 LBM streaming directions ci m∕s ci = ei∕Δt LBM streaming velocities wi 1 Σi wi = 1 LBM velocity set weights Ωi kg∕mΒ³ SRT or TRT LBM collision operator τ s τ = ν∕cΒ² + Δt∕2 LBM relaxation time velocity sets: D2Q9, D3Q15, D3Q19 (default), D3Q27
collision operators: single-relaxation-time (SRT/BGK) (default), two-relaxation-time (TRT)
DDF-shifting and other algebraic optimization to minimize round-off error
optimized to minimize VRAM footprint to 1/6 of other LBM codes
traditional LBM (D3Q19) with FP64 requires ~344 Bytes/cell
- π§π§π§π§π§π§π§π§π¦π¦π¦π¦π¦π¦π¦π¦π¦π¦π¦π¦π¦π¦π¦π¦π¦π¦π¦π¦π¦π¦π¦π¦π¨π¨π¨π¨π¨π¨π¨π¨π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯π₯(density π§, velocity π¦, flags π¨, 2 copies of DDFs π©/π₯; each square = 1 Byte)
- allows for 3 Million cells per 1 GB VRAM
FluidX3D (D3Q19) requires only 55 Bytes/cell with Esoteric-Pull+FP16
π§π§π§π§π¦π¦π¦π¦π¦π¦π¦π¦π¦π¦π¦π¦π¨π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©π©(density π§, velocity π¦, flags π¨, DDFs π©; each square = 1 Byte)
allows for 19 Million cells per 1 GB VRAM
in-place streaming with Esoteric-Pull: eliminates redundant copy of density distribution functions (DDFs) in memory; almost cuts memory demand in half and slightly increases performance due to implicit bounce-back boundaries; offers optimal memory access patterns for single-cell in-place streaming
decoupled arithmetic precision (FP32) and memory precision (FP32 or FP16S or FP16C): all arithmetic is done in FP32 for compatibility on all hardware, but DDFs in memory can be compressed to FP16S or FP16C: almost cuts memory demand in half again and almost doubles performance, without impacting overall accuracy for most setups
only 8 flag bits per lattice point (can be used independently / at the same time)
TYPE_S(stationary or moving) solid boundariesTYPE_Eequilibrium boundaries (inflow/outflow)TYPE_Ttemperature boundariesTYPE_Ffree surface (fluid)TYPE_Ifree surface (interface)TYPE_Gfree surface (gas)TYPE_Xremaining for custom use or further extensionsTYPE_Yremaining for custom use or further extensions
large cost saving: comparison of maximum single-GPU grid resolution for D3Q19 LBM
GPU VRAM capacity 1 GB 2 GB 3 GB 4 GB 6 GB 8 GB 10 GB 11 GB 12 GB 16 GB 20 GB 24 GB 32 GB 40 GB 48 GB 64 GB 80 GB 94 GB 128 GB 180 GB 192 GB 256 GB 288 GB 6 TB approximate GPU price $25GT 210 $25GTX 950 $12GTX 1060 $50GT 730 $35GTX 1060 $70RX 470 $500RTX 3080 $240GTX 1080 Ti $75Tesla M40 $75Instinct MI25 $900RX 7900 XT $205Tesla P40 $600Instinct MI60 $5500A100 $2400RTX 8000 $10kInstinct MI210 $11kA100 >$40kH100 NVL ?GPU Max 1550 ~$80kB200 ~$15kMI300X ~$25kMI325X ~$25kMI350X ~$80k2x Xeon 6960P traditional LBM (FP64) 144Β³ 182Β³ 208Β³ 230Β³ 262Β³ 288Β³ 312Β³ 322Β³ 330Β³ 364Β³ 392Β³ 418Β³ 460Β³ 494Β³ 526Β³ 578Β³ 624Β³ 658Β³ 730Β³ 818Β³ 836Β³ 920Β³ 956Β³ 2654Β³ FluidX3D (FP32/FP32) 224Β³ 282Β³ 322Β³ 354Β³ 406Β³ 448Β³ 482Β³ 498Β³ 512Β³ 564Β³ 608Β³ 646Β³ 710Β³ 766Β³ 814Β³ 896Β³ 966Β³ 1018Β³ 1130Β³ 1266Β³ 1292Β³ 1422Β³ 1480Β³ 4106Β³ FluidX3D (FP32/FP16) 266Β³ 336Β³ 384Β³ 424Β³ 484Β³ 534Β³ 574Β³ 594Β³ 610Β³ 672Β³ 724Β³ 770Β³ 848Β³ 912Β³ 970Β³ 1068Β³ 1150Β³ 1214Β³ 1346Β³ 1508Β³ 1540Β³ 1696Β³ 1764Β³ 4892Β³
cross-vendor multi-GPU support on a single computer/server
- domain decomposition allows pooling VRAM from multiple GPUs for much larger grid resolution
- GPUs don't have to be identical, not even from the same vendor - any combination of AMD+Intel+Nvidia GPUs will work - but similar VRAM capacity/bandwidth is recommended
- domain communication architecture (simplified)text
/* Detailed source-code truncated for AI context efficiency. */
- domain communication architecture (detailed)
```
/* Detailed source-code truncated for AI context efficiency. */peak performance on GPUs (datacenter/gaming/professional/laptop)
-
-
- stationary mid-grid bounce-back boundaries (stationary solid boundaries)
- moving mid-grid bounce-back boundaries (moving solid boundaries)
- equilibrium boundaries (non-reflective inflow/outflow)
- temperature boundaries (fixed temperature)
global force per volume (Guo forcing), can be modified on-the-fly
local force per volume (force field)
- optional computation of forces from the fluid on solid boundaries
state-of-the-art free surface LBM (FSLBM) implementation:
- volume-of-fluid model
- fully analytic PLIC for efficient curvature calculation
- improved mass conservation
- ultra efficient implementation with only 4 kernels additionally to
stream_collide()kernel
thermal LBM to simulate thermal convection
- D3Q7 subgrid for thermal DDFs
- in-place streaming with Esoteric-Pull for thermal DDFs
- optional FP16S or FP16C compression for thermal DDFs with DDF-shifting
Smagorinsky-Lilly subgrid turbulence LES model to keep simulations with very large Reynolds number stable
particles with immersed-boundary method (either passive or 2-way-coupled)
-
Solving the Visualization Problem
- FluidX3D can do simulations so large that storing the volumetric data for later rendering becomes unmanageable (like 120GB for a single frame, hundreds of TeraByte for a video)
- instead, FluidX3D allows rendering raw simulation data directly in VRAM, so no large volumetric files have to be exported to the hard disk (see my technical talk)
- the rendering is so fast that it works interactively in real time for both rasterization and raytracing
- rasterization and raytracing are done in OpenCL and work on all GPUs, even the ones without RTX/DXR raytracing cores or without any rendering hardware at all (like A100, MI200, ...)
- if no monitor is available (like on a remote Linux server), there is an ASCII rendering mode to interactively visualize the simulation in the terminal (even in WSL and/or through SSH)
- rendering is fully multi-GPU-parallelized via seamless domain decomposition rasterization
- with interactive graphics mode disabled, image resolution can be as large as VRAM allows for (4K/8K/16K and above)
- (interacitive) visualization modes:
- flag wireframe / solid surface (and force vectors on solid cells or surface pressure if the extension is used)
- velocity field (with slice mode)
- streamlines (with slice mode)
- velocity-colored Q-criterion isosurface
- rasterized free surface with marching-cubes
- raytraced free surface with fast ray-grid traversal and marching-cubes, either 1-4 rays/pixel or 1-10 rays/pixel
Solving the Compatibility Problem
- FluidX3D is written in OpenCL, so it runs on all hardware from all vendors (Nvidia, AMD, Intel, ...):
- world's fastest datacenter GPUs: B300, B200, MI355X, MI300X, H200, H100 (NVL), A100, MI200, GPU Max 1100, ...
- gaming GPUs (desktop/laptop): Nvidia GeForce, AMD Radeon, Intel Arc
- professional/workstation GPUs: Nvidia Quadro, AMD Radeon Pro / FirePro, Intel Arc Pro
- integrated GPUs
- CPUs (requires installation of Intel CPU Runtime for OpenCL)
- Intel Xeon Phi (requires installation of Intel CPU Runtime for OpenCL)
- smartphone ARM GPUs
- native cross-vendor multi-GPU implementation
- uses PCIe communication, so no SLI/Crossfire/NVLink/InfinityFabric required
- single-node parallelization, so no MPI installation required
- GPUs don't even have to be from the same vendor, but similar memory capacity and bandwidth are recommended
- works on Windows and Linux with C++17, with limited support also for macOS and Android
- supports importing and voxelizing triangle meshes from binary
.stlfiles, with fast GPU voxelization - supports exporting volumetric data / triangle meshes as binary
.vtkfiles - supports exporting rendered images as
.png/.qoi/.bmpfiles; encoding runs in parallel on the CPU while the simulation on GPU can continue without delay
Single-GPU/CPU Benchmarks
Here are performance benchmarks on various hardware in MLUPs/s, or how many million lattice cells are updated per second. The settings used for the benchmark are D3Q19 SRT with no extensions enabled (only LBM with implicit mid-grid bounce-back boundaries) and the setup consists of an empty cubic box with sufficient size (typically 256Β³). Without extensions, a single lattice cell requires:
- a memory capacity of 93 (FP32/FP32) or 55 (FP32/FP16) Bytes
- a memory bandwidth of 153 (FP32/FP32) or 77 (FP32/FP16) Bytes per time step
- 363 (FP32/FP32) or 406 (FP32/FP16S) or 1275 (FP32/FP16C) FLOPs per time step (FP32+INT32 operations counted combined)
In consequence, the arithmetic intensity of this implementation is 2.37 (FP32/FP32) or 5.27 (FP32/FP16S) or 16.56 (FP32/FP16C) FLOPs/Byte. So performance is only limited by memory bandwidth. The table in the left 3 columns shows the hardware specs as found in the data sheets (theoretical peak FP32 compute performance, memory capacity, theoretical peak memory bandwidth). The right 3 columns show the measured FluidX3D performance for FP32/FP32, FP32/FP16S, FP32/FP16C floating-point precision settings, with the (roofline model efficiency) in round brackets, indicating how much % of theoretical peak memory bandwidth are being used.
If your GPU/CPU is not on the list yet, you can report your benchmarks here.
/* Detailed source-code truncated for AI context efficiency. */Single-GPU/CPU Benchmark Table
Colors: π΄ AMD, π΅ Intel, π’ Nvidia, βͺ Apple, π£ ARM, π‘ Glenfly
| Device | FP32[TFlops/s] | Mem[GB] | BW[GB/s] | FP32/FP32[MLUPs/s] | FP32/FP16S[MLUPs/s] | FP32/FP16C[MLUPs/s] |
|---|---|---|---|---|---|---|
| π΄ Instinct MI355X | 157.29 | 288 | 8000 | 30380 (58%) | 54494 (52%) | 40157 (39%) |
| π΄ Instinct MI300X | 163.43 | 192 | 5300 | 22867 (66%) | 41327 (60%) | 31670 (46%) |
| π΄ Instinct MI250 (1 GCD) | 45.26 | 64 | 1638 | 5638 (53%) | 9030 (42%) | 8506 (40%) |
| π΄ Instinct MI210 | 45.26 | 64 | 1638 | 6517 (61%) | 9547 (45%) | 8829 (41%) |
| π΄ Instinct MI100 | 46.14 | 32 | 1228 | 5093 (63%) | 8133 (51%) | 8542 (54%) |
| π΄ Instinct MI60 | 14.75 | 32 | 1024 | 3570 (53%) | 5047 (38%) | 5111 (38%) |
| π΄ Instinct MI50 32GB | 13.25 | 32 | 1024 | 4446 (66%) | 8477 (64%) | 4406 (33%) |
| π΄ Radeon VII | 13.83 | 16 | 1024 | 4898 (73%) | 7778 (58%) | 5256 (40%) |
| π΅ Data Center GPU Max 1100 | 22.22 | 48 | 1229 | 3769 (47%) | 6303 (39%) | 3520 (22%) |
| π’ B300 SXM6 AC | 76.99 | 274 | 8000 | 42519 (81%) | 57279 (55%) | 23191 (22%) |
| π’ B200 SXM6 180GB | 74.45 | 182 | 8000 | 42152 (81%) | 55609 (54%) | 22695 (22%) |
| π’ H200 SXM5 141GB | 66.91 | 141 | 4800 | 23056 (73%) | 36610 (59%) | 20291 (33%) |
| π’ H200 NVL | 60.32 | 141 | 4800 | 21703 (69%) | 34387 (55%) | 18221 (29%) |
| π’ GH200 94GB GPU | 66.91 | 94 | 4000 | 20595 (79%) | 34689 (67%) | 19407 (37%) |
| π’ H100 NVL | 60.32 | 94 | 3938 | 20303 (79%) | 32922 (64%) | 18424 (36%) |
| π’ H100 SXM5 80GB HBM3 | 66.91 | 80 | 3350 | 17602 (80%) | 29561 (68%) | 20227 (46%) |
| π’ H100 PCIe 80GB HBM2e | 51.01 | 80 | 2000 | 11128 (85%) | 20624 (79%) | 13862 (53%) |
| π’ A100 SXM4 80GB | 19.49 | 80 | 2039 | 10228 (77%) | 18448 (70%) | 11197 (42%) |
| π’ A100 PCIe 80GB | 19.49 | 80 | 1935 | 9657 (76%) | 17896 (71%) | 10817 (43%) |
| π’ PG506-243 / PG506-242 | 22.14 | 64 | 1638 | 8195 (77%) | 15654 (74%) | 12271 (58%) |
| π’ A100 SXM4 40GB | 19.49 | 40 | 1555 | 8522 (84%) | 16013 (79%) | 11251 (56%) |
| π’ A100 PCIe 40GB | 19.49 | 40 | 1555 | 8526 (84%) | 16035 (79%) | 11088 (55%) |
| π’ CMP 170HX | 6.32 | 8 | 1493 | 7684 (79%) | 12392 (64%) | 6859 (35%) |
| π’ A30 | 10.32 | 24 | 933 | 5004 (82%) | 9721 (80%) | 5726 (47%) |
| π’ Tesla V100 SXM2 32GB | 15.67 | 32 | 900 | 4471 (76%) | 8947 (77%) | 7217 (62%) |
| π’ Tesla V100 PCIe 16GB | 14.13 | 16 | 900 | 5128 (87%) | 10325 (88%) | 7683 (66%) |
| π’ Quadro GV100 | 16.66 | 32 | 870 | 3442 (61%) | 6641 (59%) | 5863 (52%) |
| π’ Titan V | 14.90 | 12 | 653 | 3601 (84%) | 7253 (86%) | 6957 (82%) |
| π’ Tesla P100 16GB | 9.52 | 16 | 732 | 3295 (69%) | 5950 (63%) | 4176 (44%) |
| π’ Tesla P100 12GB | 9.52 | 12 | 549 | 2427 (68%) | 4141 (58%) | 3999 (56%) |
| π’ GeForce GTX TITAN | 4.71 | 6 | 288 | 1460 (77%) | 2500 (67%) | 1113 (30%) |
| π’ Tesla K40m | 4.29 | 12 | 288 | 1131 (60%) | 1868 (50%) | 912 (24%) |
| π’ Tesla K80 (1 GPU) | 4.11 | 12 | 240 | 916 (58%) | 1642 (53%) | 943 (30%) |
| π’ Tesla K20c | 3.52 | 5 | 208 | 861 (63%) | 1507 (56%) | 720 (27%) |
| π΄ Radeon AI PRO R9700 | 47.84 | 32 | 640 | 3176 (76%) | 6198 (75%) | 6395 (77%) |
| π΄ Radeon RX 9070 XT | 48.66 | 16 | 640 | 3089 (74%) | 6688 (80%) | 6090 (73%) |
| π΄ Radeon RX 9070 | 36.13 | 16 | 640 | 3007 (72%) | 5746 (69%) | 6019 (72%) |
| π΄ Radeon RX 9060 XT | 22.77 | 16 | 320 | 1504 (72%) | 3255 (78%) | 3685 (89%) |
| π΄ Radeon RX 7900 XTX | 61.44 | 24 | 960 | 3665 (58%) | 7644 (61%) | 7716 (62%) |
| π΄ Radeon PRO W7900 | 61.30 | 48 | 864 | 3107 (55%) | 5939 (53%) | 5780 (52%) |
| π΄ Radeon RX 7900 XT | 51.61 | 20 | 800 | 3013 (58%) | 5856 (56%) | 5986 (58%) |
| π΄ Radeon RX 7800 XT | 37.32 | 16 | 624 | 1704 (42%) | 3105 (38%) | 3061 (38%) |
| π΄ Radeon PRO W7800 | 45.20 | 32 | 576 | 1872 (50%) | 4426 (59%) | 4145 (55%) |
| π΄ Radeon RX 7900 GRE | 42.03 | 16 | 576 | 1996 (53%) | 4570 (61%) | 4463 (60%) |
| π΄ Radeon PRO W7700 | 28.30 | 16 | 576 | 1547 (41%) | 2943 (39%) | 2899 (39%) |
| π΄ Radeon RX 7700 XT | 30.77 | 12 | 432 | 1405 (50%) | 2702 (48%) | 2828 (50%) |
| π΄ Radeon RX 7600 | 21.75 | 8 | 288 | 1250 (66%) | 2561 (68%) | 2512 (67%) |
| π΄ Radeon PRO W7600 | 20.00 | 8 | 288 | 1179 (63%) | 2263 (61%) | 2287 (61%) |
| π΄ Radeon PRO W7500 | 12.20 | 8 | 172 | 856 (76%) | 1630 (73%) | 1682 (75%) |
| π΄ Radeon RX 6950 XT | 27.85 | 16 | 576 | 2130 (57%) | 4280 (57%) | 4362 (58%) |
| π΄ Radeon RX 6900 XT | 23.04 | 16 | 512 | 1968 (59%) | 4227 (64%) | 4207 (63%) |
| π΄ Radeon RX 6800 XT | 20.74 | 16 | 512 | 2008 (60%) | 4241 (64%) | 4224 (64%) |
| π΄ Radeon RX 6800 | 19.01 | 16 | 512 | 2027 (61%) | 4355 (65%) | 4311 (65%) |
| π΄ Radeon PRO W6800 | 17.83 | 32 | 512 | 1620 (48%) | 3361 (51%) | 3180 (48%) |
| π΄ Radeon RX 6700 XT | 13.21 | 12 | 384 | 1408 (56%) | 2883 (58%) | 2908 (58%) |
| π΄ Radeon RX 6750 GRE 12GB | 12.49 | 12 | 384 | 1298 (52%) | 2840 (57%) | 2848 (57%) |
| π΄ Radeon RX 6800M | 11.78 | 12 | 384 | 1439 (57%) | 3190 (64%) | 3213 (64%) |
| π΄ Radeon RX 6700M | 10.60 | 10 | 320 | 1194 (57%) | 2388 (57%) | 2429 (58%) |
| π΄ Radeon RX 6600 | 8.93 | 8 | 224 | 963 (66%) | 1817 (62%) | 1839 (63%) |
| π΄ Radeon RX 6500 XT | 5.77 | 4 | 144 | 459 (49%) | 1011 (54%) | 1030 (55%) |
| π΄ Radeon RX 5700 XT | 9.75 | 8 | 448 | 1368 (47%) | 3253 (56%) | 3049 (52%) |
| π΄ Radeon RX 5700 | 7.72 | 8 | 448 | 1521 (52%) | 3167 (54%) | 2758 (47%) |
| π΄ Radeon RX 5600 XT | 6.73 | 6 | 288 | 1136 (60%) | 2214 (59%) | 2148 (57%) |
| π΄ Radeon RX Vega 64 | 13.35 | 8 | 484 | 1875 (59%) | 2878 (46%) | 3227 (51%) |
| π΄ Radeon RX 590 | 5.53 | 8 | 256 | 1257 (75%) | 1573 (47%) | 1688 (51%) |
| π΄ Radeon RX 580 4GB | 6.50 | 4 | 256 | 946 (57%) | 1848 (56%) | 1577 (47%) |
| π΄ Radeon RX 580 2048SP 8GB | 4.94 | 8 | 224 | 868 (59%) | 1622 (56%) | 1240 (43%) |
| π΄ Radeon RX 570 4GB | 5.10 | 4 | 224 | 2021 (70%) | 1814 (62%) | 1430 (49%) |
| π΄ Radeon RX 480 8GB | 5.83 | 8 | 256 | 1104 (66%) | 1908 (57%) | 1550 (47%) |
| π΄ Radeon Pro WX 5100 | 3.89 | 8 | 160 | 951 (91%) | 1604 (77%) | 927 (45%) |
| π΄ Radeon R9 Fury X | 8.60 | 4 | 512 | 1628 (49%) | 2880 (43%) | 2507 (38%) |
| π΄ Radeon R9 Nano | 8.19 | 4 | 512 | 1575 (47%) | 2761 (42%) | 2224 (33%) |
| π΄ Radeon R9 390X | 5.91 | 8 | 384 | 1733 (69%) | 2217 (44%) | 1722 (35%) |
| π΄ Radeon R9 290X | 5.63 | 4 | 320 | 1245 (60%) | 1699 (41%) | 1387 (33%) |
| π΄ Radeon R9 290 | 4.85 | 4 | 320 | 1136 (54%) | 1647 (40%) | 1272 (31%) |
| π΄ Radeon R9 285 | 3.29 | 2 | 176 | 782 (68%) | 1409 (62%) | 992 (43%) |
| π΄ Radeon HD 7790 2GB | 1.88 | 2 | 102 | 395 (59%) | 661 (50%) | 562 (42%) |
| π΄ Radeon HD 7970 | 3.79 | 3 | 264 | 193 (11%) | 1270 (37%) | 1563 (46%) |
| π΄ Radeon HD 7870 | 2.56 | 2 | 154 | 105 (10%) | 716 (36%) | 868 (44%) |
| π΄ Radeon HD 7850 | 1.84 | 2 | 154 | 112 (11%) | 120 ( 6%) | 635 (32%) |
| π΄ Radeon HD 6970 | 2.70 | 2 | 176 | 211 (18%) | 117 ( 5%) | 149 ( 7%) |
| π΄ Radeon HD 6870 | 2.02 | 1 | 134 | 181 (21%) | 94 ( 5%) | 138 ( 8%) |
| π΄ Radeon HD 5870 | 2.72 | 1 | 154 | 257 (26%) | 111 ( 6%) | 141 ( 7%) |
| π΄ Radeon HD 5770 | 1.36 | 1 | 77 | 132 (26%) | 63 ( 6%) | 82 ( 8%) |
| π΄ FirePro V5800 | 1.10 | 1 | 64 | 108 (26%) | 52 ( 6%) | 66 ( 8%) |
| π΅ Arc Pro B70 | 22.63 | 32 | 608 | 3366 (85%) | 6750 (85%) | 5083 (77%) |
| π΅ Arc Pro B60 | 12.29 | 24 | 456 | 2540 (85%) | 5138 (87%) | 4650 (79%) |
| π΅ Arc B580 LE | 14.59 | 12 | 456 | 2549 (86%) | 5153 (87%) | 4879 (82%) |
| π΅ Arc B570 | 12.67 | 10 | 380 | 2078 (84%) | 4186 (85%) | 4158 (84%) |
| π΅ Arc Pro B50 | 10.65 | 16 | 224 | 1274 (87%) | 2559 (88%) | 2172 (75%) |
| π΅ Arc A770 LE | 19.66 | 16 | 560 | 2663 (73%) | 4568 (63%) | 4519 (62%) |
| π΅ Arc A750 LE | 17.20 | 8 | 512 | 2555 (76%) | 4314 (65%) | 4047 (61%) |
| π΅ Arc A580 | 12.29 | 8 | 512 | 2534 (76%) | 3889 (58%) | 3488 (52%) |
| π΅ Arc Pro A40 | 5.02 | 6 | 192 | 594 (47%) | 985 (40%) | 927 (37%) |
| π΅ Arc A380 | 4.20 | 6 | 186 | 622 (51%) | 1097 (45%) | 1115 (46%) |
| π΅ Iris Xe MAX | 2.07 | 4 | 68 | 248 (56%) | 415 (47%) | 395 (45%) |
| π’ RTX PRO 6000 Blackwell | 125.95 | 96 | 1792 | 10349 (88%) | 20511 (88%) | 20841 (90%) |
| π’ GeForce RTX 5090 | 104.88 | 32 | 1792 | 9522 (81%) | 18459 (79%) | 19141 (82%) |
| π’ GeForce RTX 5080 | 56.34 | 16 | 960 | 5174 (82%) | 10252 (82%) | 10304 (83%) |
| π’ GeForce RTX 5090M | 31.80 | 24 | 896 | 4830 (82%) | 9227 (79%) | 7625 (66%) |
| π’ GeForce RTX 5070 | 30.84 | 12 | 672 | 3658 (83%) | 7238 (83%) | 7107 (81%) |
| π’ GeForce RTX 4090 | 82.58 | 24 | 1008 | 5624 (85%) | 11091 (85%) | 11496 (88%) |
| π’ RTX 6000 Ada | 91.10 | 48 | 960 | 4997 (80%) | 10249 (82%) | 10293 (83%) |
| π’ L40S | 91.61 | 48 | 864 | 3788 (67%) | 7637 (68%) | 7617 (68%) |
| π’ L40 | 90.52 | 48 | 864 | 3870 (69%) | 7778 (69%) | 7945 (71%) |
| π’ GeForce RTX 4080 Super | 52.22 | 16 | 736 | 4089 (85%) | 7660 (80%) | 8218 (86%) |
| π’ GeForce RTX 4080 | 55.45 | 16 | 717 | 3914 (84%) | 7626 (82%) | 7933 (85%) |
| π’ GeForce RTX 4070 Ti Super | 44.10 | 16 | 672 | 3694 (84%) | 6435 (74%) | 7295 (84%) |
| π’ GeForce RTX 4090M | 28.31 | 16 | 576 | 3367 (89%) | 6545 (87%) | 6901 (92%) |
| π’ GeForce RTX 4070 Super | 35.55 | 12 | 504 | 2751 (83%) | 5149 (79%) | 5554 (85%) |
| π’ GeForce RTX 4070 | 29.15 | 12 | 504 | 2646 (80%) | 4548 (69%) | 5016 (77%) |
| π’ GeForce RTX 4080M | 33.85 | 12 | 432 | 2577 (91%) | 5086 (91%) | 5114 (91%) |
| π’ RTX 4000 Ada | 26.73 | 20 | 360 | 2130 (91%) | 3964 (85%) | 4221 (90%) |
| π’ L4 | 30.29 | 24 | 300 | 1490 (76%) | 2854 (73%) | 2857 (73%) |
| π’ GeForce RTX 4060 | 15.11 | 8 | 272 | 1614 (91%) | 3052 (86%) | 3124 (88%) |
| π’ GeForce RTX 4070M | 18.25 | 8 | 256 | 1553 (93%) | 2945 (89%) | 3092 (93%) |
| π’ RTX 2000 Ada | 12.00 | 16 | 224 | 1351 (92%) | 2452 (84%) | 2526 (87%) |
| π’ GeForce RTX 3090 Ti | 40.00 | 24 | 1008 | 5717 (87%) | 10956 (84%) | 10400 (79%) |
| π’ GeForce RTX 3090 | 39.05 | 24 | 936 | 5418 (89%) | 10732 (88%) | 10215 (84%) |
| π’ GeForce RTX 3080 Ti | 37.17 | 12 | 912 | 5202 (87%) | 9832 (87%) | 9347 (79%) |
| π’ GeForce RTX 3080 12GB | 32.26 | 12 | 912 | 5071 (85%) | 9657 (81%) | 8615 (73%) |
| π’ RTX A6000 | 40.00 | 48 | 768 | 4421 (88%) | 8814 (88%) | 8533 (86%) |
| π’ RTX A5000 | 27.77 | 24 | 768 | 4414 (88%) | 8617 (86%) | 6971 (70%) |
| π’ GeForce RTX 3080 10GB | 29.77 | 10 | 760 | 4230 (85%) | 8118 (82%) | 7714 (78%) |
| π’ A40 | 37.42 | 48 | 696 | 3378 (74%) | 6605 (73%) | 6622 (73%) |
| π’ GeForce RTX 3070 Ti | 21.75 | 8 | 608 | 3490 (88%) | 6807 (86%) | 5926 (75%) |
| π’ A10 | 31.24 | 24 | 600 | 2931 (75%) | 5741 (74%) | 5597 (72%) |
| π’ GeForce RTX 3080M Ti | 23.61 | 16 | 512 | 2985 (89%) | 5908 (89%) | 5780 (87%) |
| π’ GeForce RTX 3070 | 20.31 | 8 | 448 | 2578 (88%) | 5096 (88%) | 5060 (87%) |
| π’ GeForce RTX 3060 Ti | 16.49 | 8 | 448 | 2644 (90%) | 5129 (88%) | 4718 (81%) |
| π’ RTX A4000 | 19.17 | 16 | 448 | 2500 (85%) | 4945 (85%) | 4664 (80%) |
| π’ RTX A5000M | 16.59 | 16 | 448 | 2228 (76%) | 4461 (77%) | 3662 (63%) |
| π’ GeForce RTX 3060 | 13.17 | 12 | 360 | 2108 (90%) | 4070 (87%) | 3566 (76%) |
| π’ GeForce RTX 3060M | 10.94 | 6 | 336 | 2019 (92%) | 4012 (92%) | 3572 (82%) |
| π’ A16 (1 GPU) | 4.49 | 16 | 200 | 1031 (79%) | 2031 (78%) | 1133 (44%) |
| π’ A2 | 4.53 | 15 | 200 | 1031 (79%) | 2051 (79%) | 1199 (46%) |
| π’ GeForce RTX 3050M Ti | 7.60 | 4 | 192 | 1181 (94%) | 2341 (94%) | 2253 (90%) |
| π’ GeForce RTX 3050M | 7.13 | 4 | 192 | 1180 (94%) | 2339 (94%) | 2016 (81%) |
| π’ GeForce RTX 3050 6GB | 6.77 | 6 | 168 | 993 (90%) | 1898 (87%) | 1879 (86%) |
| π’ Titan RTX | 16.31 | 24 | 672 | 3471 (79%) | 7456 (85%) | 7554 (87%) |
| π’ Quadro RTX 6000 | 16.31 | 24 | 672 | 3307 (75%) | 6836 (78%) | 6879 (79%) |
| π’ Quadro RTX 8000 Passive | 14.93 | 48 | 624 | 2591 (64%) | 5408 (67%) | 5607 (69%) |
| π’ GeForce RTX 2080 Ti | 13.45 | 11 | 616 | 3194 (79%) | 6700 (84%) | 6853 (86%) |
| π’ GeForce RTX 2080 Super | 11.34 | 8 | 496 | 2434 (75%) | 5284 (82%) | 5087 (79%) |
| π’ Quadro RTX 5000 | 11.15 | 16 | 448 | 2341 (80%) | 4766 (82%) | 4773 (82%) |
| π’ GeForce RTX 2080 | 10.07 | 8 | 448 | 2318 (79%) | 4977 (86%) | 4963 (85%) |
| π’ GeForce RTX 2070 Super | 9.22 | 8 | 448 | 2255 (77%) | 4866 (84%) | 4893 (84%) |
| π’ GeForce RTX 2070 | 7.47 | 8 | 448 | 2444 (83%) | 4387 (75%) | 5017 (86%) |
| π’ GeForce RTX 2060 Super | 7.18 | 8 | 448 | 2503 (85%) | 5035 (87%) | 4463 (77%) |
| π’ Quadro RTX 4000 | 7.12 | 8 | 416 | 2284 (84%) | 4584 (85%) | 4062 (75%) |
| π’ GeForce RTX 2060 KO | 6.74 | 6 | 336 | 1643 (75%) | 3376 (77%) | 3266 (75%) |
| π’ GeForce RTX 2060 | 6.74 | 6 | 336 | 1681 (77%) | 3604 (83%) | 3571 (82%) |
| π’ GeForce GTX 1660 Super | 5.03 | 6 | 336 | 1696 (77%) | 3551 (81%) | 3040 (70%) |
| π’ CMP 30HX | 5.03 | 6 | 336 | 1541 (70%) | 2954 (68%) | 3084 (71%) |
| π’ Tesla T4 | 8.14 | 15 | 300 | 1356 (69%) | 2869 (74%) | 2887 (74%) |
| π’ GeForce GTX 1660 Ti | 5.48 | 6 | 288 | 1467 (78%) | 3041 (81%) | 3019 (81%) |
| π’ GeForce GTX 1660 | 5.07 | 6 | 192 | 1016 (81%) | 1924 (77%) | 1992 (80%) |
| π’ GeForce GTX 1650M 896C | 2.72 | 4 | 192 | 963 (77%) | 1836 (74%) | 1858 (75%) |
| π’ GeForce GTX 1650M 1024C | 3.20 | 4 | 128 | 706 (84%) | 1214 (73%) | 1400 (84%) |
| π’ T500 | 3.04 | 4 | 80 | 339 (65%) | 578 (56%) | 665 (64%) |
| π’ Titan Xp | 12.15 | 12 | 548 | 2919 (82%) | 5495 (77%) | 5375 (76%) |
| π’ GeForce GTX 1080 Ti | 12.06 | 11 | 484 | 2631 (83%) | 4837 (77%) | 4877 (78%) |
| π’ GeForce GTX 1080 | 9.78 | 8 | 320 | 1623 (78%) | 3100 (75%) | 3182 (77%) |
| π’ GeForce GTX 1060 6GB | 4.57 | 6 | 192 | 997 (79%) | 1925 (77%) | 1785 (72%) |
| π’ GeForce GTX 1060M | 4.44 | 6 | 192 | 983 (78%) | 1882 (75%) | 1803 (72%) |
| π’ GeForce GTX 1050M Ti | 2.49 | 4 | 112 | 631 (86%) | 1224 (84%) | 1115 (77%) |
| π’ Quadro P1000 | 1.89 | 4 | 82 | 426 (79%) | 839 (79%) | 778 (73%) |
| π’ GeForce GTX TITAN X | 6.61 | 12 | 336 | 1506 (69%) | 2665 (61%) | 2518 (58%) |
| π’ GeForce GTX 980 Ti | 6.05 | 6 | 336 | 1509 (69%) | 2703 (62%) | 2381 (55%) |
| π’ GeForce GTX 980 | 4.98 | 4 | 224 | 1018 (70%) | 1965 (68%) | 1872 (64%) |
| π’ GeForce GTX 970 | 4.17 | 4 | 224 | 980 (67%) | 1721 (59%) | 1623 (56%) |
| π’ Quadro M4000 | 2.57 | 8 | 192 | 899 (72%) | 1519 (61%) | 1050 (42%) |
| π’ Tesla M60 (1 GPU) | 4.82 | 8 | 160 | 853 (82%) | 1571 (76%) | 1557 (75%) |
| π’ GeForce GTX 960M | 1.51 | 4 | 80 | 442 (84%) | 872 (84%) | 627 (60%) |
| π’ GeForce GTX 780 Ti | 5.35 | 3 | 336 | 1710 (78%) | 2776 (64%) | 1302 (30%) |
| π’ GeForce GTX 770 | 3.33 | 2 | 224 | 800 (55%) | 1215 (42%) | 876 (30%) |
| π’ GeForce GTX 680 4GB | 3.33 | 4 | 192 | 783 (62%) | 1274 (51%) | 814 (33%) |
| π’ GeForce GTX 670 | 2.81 | 2 | 192 | 747 (59%) | 1220 (49%) | 731 (29%) |
| π’ GeForce GTX 660 | 1.98 | 2 | 144 | 505 (54%) | 1146 (61%) | 489 (26%) |
| π’ GeForce GTX 660 OEM | 2.05 | 1.5 | 134 | 556 (63%) | 990 (57%) | 530 (30%) |
| π’ Quadro K2000 | 0.73 | 2 | 64 | 312 (75%) | 444 (53%) | 171 (21%) |
| π’ GeForce GT 630 (OEM) | 0.46 | 2 | 29 | 151 (81%) | 185 (50%) | 78 (21%) |
| π’ GeForce GTX 580 | 1.58 | 1.5 | 192 | 1028 (82%) | 1481 (59%) | 599 (24%) |
| π’ GeForce GTX 560 Ti | 1.26 | 1 | 128 | 661 (79%) | 895 (54%) | 415 (25%) |
| π’ GeForce GTX 480 | 1.35 | 1.5 | 177 | 908 (78%) | 1264 (55%) | 509 (22%) |
| π’ GeForce GTX 280 | 0.62 | 1 | 142 | 409 (44%) | 462 (25%) | 209 (11%) |
| π’ GeForce GTX 260 | 0.48 | 0.9 | 111 | 345 (47%) | 421 (29%) | 160 (11%) |
| π’ Quadro FX 5800 | 0.62 | 4 | 102 | 296 (44%) | 268 (20%) | 211 (16%) |
| π’ Quadro NVS 290 | 0.03 | 0.25 | 6 | 9 (22%) | 4 ( 5%) | 4 ( 5%) |
| π‘ Arise 1020 | 1.50 | 2 | 19 | 6 ( 5%) | 6 ( 2%) | 6 ( 2%) |
| βͺ M5 GPU 10CU 32GB | 2.56 | 18 | 153 | 800 (80%) | 1596 (80%) | 1613 (81%) |
| βͺ M3 Ultra GPU 60CU 99GB | 15.36 | 79 | 819 | 4438 (83%) | 8174 (77%) | 8086 (76%) |
| βͺ M2 Ultra GPU 76CU 192GB | 19.46 | 147 | 800 | 4629 (89%) | 8769 (84%) | 7972 (77%) |
| βͺ M2 Max GPU 38CU 32GB | 9.73 | 22 | 400 | 2405 (92%) | 4641 (89%) | 2444 (47%) |
| βͺ M2 Pro GPU 19CU 16GB | 4.86 | 11 | 200 | 1195 (91%) | 2374 (91%) | 2173 (84%) |
| βͺ M1 Ultra GPU 64CU 128GB | 16.38 | 98 | 800 | 4519 (86%) | 8418 (81%) | 6915 (67%) |
| βͺ M1 Max GPU 24CU 32GB | 6.14 | 22 | 400 | 2369 (91%) | 4496 (87%) | 2777 (53%) |
| βͺ M1 Pro GPU 16CU 16GB | 4.10 | 11 | 200 | 1204 (92%) | 2329 (90%) | 1855 (71%) |
| βͺ M1 GPU 8CU 16GB | 2.05 | 11 | 68 | 384 (86%) | 758 (85%) | 759 (86%) |
| π΄ Radeon 8060S (Max+ 395) | 29.70 | 15 | 256 | 1231 (74%) | 2541 (76%) | 2563 (77%) |
| π΄ Radeon 780M (Z1 Extreme) | 8.29 | 8 | 102 | 443 (66%) | 860 (65%) | 820 (62%) |
| π΄ Radeon Graphics (7800X3D) | 0.56 | 12 | 102 | 338 (51%) | 498 (37%) | 283 (21%) |
| π΄ Radeon Vega 8 (4750G) | 2.15 | 27 | 57 | 263 (71%) | 511 (70%) | 501 (68%) |
| π΄ Radeon Vega 8 (3500U) | 1.23 | 7 | 38 | 157 (63%) | 282 (57%) | 288 (58%) |
| π΅ Arc B390 (Ultra X7 358H) | 7.68 | 26 | 137 | 807 (80%) | 1512 (76%) | 1340 (67%) |
| π΅ Arc 140V (Ultra 7 258V) | 3.99 | 26 | 137 | 636 (71%) | 1282 (72%) | 773 (44%) |
| π΅ Graphics (Ultra 9 285K) | 2.05 | 25 | 90 | 393 (67%) | 691 (59%) | 442 (38%) |
| π΅ Arc Graphics (Ultra 9 185H) | 4.81 | 14 | 90 | 271 (46%) | 710 (61%) | 724 (62%) |
| π΅ Iris Xe Graphics (i7-1265U) | 1.92 | 13 | 77 | 342 (68%) | 621 (62%) | 574 (58%) |
| π΅ UHD Graphics Xe 32EUs | 0.74 | 25 | 51 | 128 (38%) | 245 (37%) | 216 (32%) |
| π΅ UHD Graphics 770 | 0.82 | 30 | 90 | 342 (58%) | 475 (41%) | 278 (24%) |
| π΅ UHD Graphics 630 | 0.46 | 7 | 51 | 151 (45%) | 301 (45%) | 187 (28%) |
| π΅ UHD Graphics P630 | 0.46 | 51 | 42 | 177 (65%) | 288 (53%) | 137 (25%) |
| π΅ HD Graphics 5500 | 0.35 | 3 | 26 | 75 (45%) | 192 (58%) | 108 (32%) |
| π΅ HD Graphics 4600 | 0.38 | 2 | 26 | 105 (63%) | 115 (35%) | 34 (10%) |
| π’ GB10 (DGX Spark) | 29.71 | 122 | 273 | 1288 (72%) | 2309 (65%) | 2402 (68%) |
| π£ Mali-G610 MP4 (Orange Pi 5) | 0.06 | 16 | 34 | 130 (58%) | 232 (52%) | 93 (21%) |
| π£ Mali-G72 MP18 (Samsung S9+) | 0.24 | 4 | 29 | 110 (59%) | 230 (62%) | 21 ( 6%) |
| π΄ 2x EPYC 9754 | 50.79 | 3072 | 922 | 3276 (54%) | 5077 (42%) | 5179 (43%) |
| π΄ 2x EPYC 9654 | 43.62 | 1536 | 922 | 3087 (51%) | 3675 (31%) | 4092 (34%) |
| π΄ 2x EPYC 9555 | 34.41 | 2304 | 1229 | 3123 (39%) | 2054 (13%) | 2027 (13%) |
| π΄ 2x EPYC 9554 | 30.72 | 384 | 922 | 2552 (42%) | 2127 (18%) | 2144 (18%) |
| π΄ 1x EPYC 9124 | 3.69 | 128 | 307 | 772 (38%) | 579 (15%) | 586 (15%) |
| π΄ 2x EPYC 7713 | 8.19 | 512 | 410 | 1298 (48%) | 492 ( 9%) | 1418 (27%) |
| π΄ 2x EPYC 7352 | 3.53 | 512 | 410 | 739 (28%) | 106 ( 2%) | 412 ( 8%) |
| π΄ 2x EPYC 7313 | 3.07 | 128 | 410 | 498 (19%) | 367 ( 7%) | 418 ( 8%) |
| π΄ 2x EPYC 7302 | 3.07 | 128 | 410 | 784 (29%) | 336 ( 6%) | 411 ( 8%) |
| π΅ 2x Xeon 6980P | 98.30 | 6144 | 1690 | 7875 (71%) | 5112 (23%) | 5610 (26%) |
| π΅ 2x Xeon 6979P | 92.16 | 3072 | 1690 | 8135 (74%) | 4175 (19%) | 4622 (21%) |
| π΅ 2x Xeon 6960P | 70.04 | 2304 | 1229 | 5477 (68%) | 3387 (21%) | 3986 (25%) |
| π΅ 2x Xeon Platinum 8592+ | 31.13 | 1024 | 717 | 3135 (67%) | 2359 (25%) | 2466 (26%) |
| π΅ 2x Xeon Gold 6548N | 22.94 | 2048 | 666 | 1811 (42%) | 1388 (16%) | 1425 (16%) |
| π΅ 2x Xeon CPU Max 9480 | 27.24 | 256 | 614 | 2037 (51%) | 1520 (19%) | 1464 (18%) |
| π΅ 2x Xeon Platinum 8480+ | 28.67 | 512 | 614 | 2162 (54%) | 1845 (23%) | 1884 (24%) |
| π΅ 2x Xeon Platinum 8470 | 25.29 | 2048 | 614 | 1865 (46%) | 1909 (24%) | 2068 (26%) |
| π΅ 2x Xeon Gold 6438Y+ | 16.38 | 1024 | 614 | 1945 (48%) | 1219 (15%) | 1257 (16%) |
| π΅ 2x Xeon Platinum 8380 | 23.55 | 2048 | 410 | 1410 (53%) | 1159 (22%) | 1298 (24%) |
| π΅ 2x Xeon Platinum 8358 | 21.30 | 256 | 410 | 1285 (48%) | 1007 (19%) | 1120 (21%) |
| π΅ 2x Xeon Platinum 8256 | 3.89 | 1536 | 282 | 396 (22%) | 158 ( 4%) | 175 ( 5%) |
| π΅ 2x Xeon Platinum 8153 | 8.19 | 384 | 256 | 691 (41%) | 290 ( 9%) | 328 (10%) |
| π΅ 2x Xeon Gold 6248R | 18.43 | 384 | 282 | 755 (41%) | 566 (15%) | 694 (19%) |
| π΅ 2x Xeon Gold 6128 | 5.22 | 192 | 256 | 254 (15%) | 185 ( 6%) | 193 ( 6%) |
| π΅ Xeon Phi 7210 | 5.32 | 192 | 102 | 415 (62%) | 193 (15%) | 223 (17%) |
| π΅ 4x Xeon E5-4620 v4 | 2.69 | 512 | 273 | 460 (26%) | 275 ( 8%) | 239 ( 7%) |
| π΅ 2x Xeon E5-2630 v4 | 1.41 | 64 | 137 | 264 (30%) | 146 ( 8%) | 129 ( 7%) |
| π΅ 2x Xeon E5-2623 v4 | 0.67 | 64 | 137 | 125 (14%) | 66 ( 4%) | 59 ( 3%) |
| π΅ 2x Xeon E5-2680 v3 | 1.92 | 128 | 137 | 304 (34%) | 234 (13%) | 291 (16%) |
| π’ GH200 Neoverse-V2 CPU | 7.88 | 480 | 384 | 1323 (53%) | 853 (17%) | 683 (14%) |
| π΄ Threadripper PRO 7995WX | 15.36 | 256 | 333 | 1134 (52%) | 1697 (39%) | 1715 (40%) |
| π΄ Threadripper 3970X | 3.79 | 128 | 102 | 376 (56%) | 103 ( 8%) | 463 (35%) |
| π΄ Threadripper 1950X | 0.87 | 128 | 85 | 273 (49%) | 43 ( 4%) | 151 (14%) |
| π΄ Ryzen 9 7900X3D | 1.69 | 128 | 83 | 278 (51%) | 521 (48%) | 462 (43%) |
| π΄ Ryzen 7 7800X3D | 1.08 | 32 | 102 | 296 (44%) | 361 (27%) | 363 (27%) |
| π΄ Ryzen 7 5700X3D | 0.87 | 32 | 51 | 229 (68%) | 135 (20%) | 173 (26%) |
| π΄ FX-6100 | 0.16 | 16 | 26 | 11 ( 7%) | 11 ( 3%) | 22 ( 7%) |
| π΄ Athlon X2 QL-65 | 0.03 | 4 | 11 | 3 ( 4%) | 2 ( 2%) | 3 ( 2%) |
| π΅ Xeon w9-3595X | 15.36 | 256 | 307 | 1304 (65%) | 1179 (30%) | 1393 (35%) |
| π΅ Xeon w7-3445 | 6.66 | 256 | 307 | 1173 (58%) | 518 (13%) | 613 (15%) |
| π΅ Core Ultra X7 358H | 1.93 | 32 | 154 | 544 (54%) | 190 (10%) | 323 (16%) |
| π΅ Core Ultra 7 258V | 0.56 | 32 | 137 | 287 (32%) | 123 ( 7%) | 167 ( 9%) |
| π΅ Core Ultra 9 185H | 1.79 | 16 | 90 | 317 (54%) | 267 (23%) | 288 (25%) |
| π΅ Core Ultra 9 285K | 3.76 | 48 | 90 | 340 (58%) | 376 (32%) | 620 (53%) |
| π΅ Core i9-14900K | 3.74 | 32 | 96 | 443 (71%) | 453 (36%) | 490 (39%) |
| π΅ Core i7-13700K | 2.51 | 64 | 90 | 504 (86%) | 398 (34%) | 424 (36%) |
| π΅ Core i7-1265U | 1.23 | 32 | 77 | 128 (26%) | 62 ( 6%) | 58 ( 6%) |
| π΅ Core i9-11900KB | 0.84 | 32 | 51 | 109 (33%) | 195 (29%) | 208 (31%) |
| π΅ Core i9-10980XE | 3.23 | 128 | 94 | 286 (47%) | 251 (21%) | 223 (18%) |
| π΅ Xeon E-2288G | 0.95 | 32 | 43 | 196 (70%) | 182 (33%) | 198 (36%) |
| π΅ Core i7-9700 | 0.77 | 64 | 43 | 103 (37%) | 62 (11%) | 95 (17%) |
| π΅ Core i5-9600 | 0.60 | 16 | 43 | 146 (52%) | 127 (23%) | 147 (27%) |
| π΅ Core i7-8700K | 0.71 | 16 | 51 | 152 (45%) | 134 (20%) | 116 (17%) |
| π΅ Xeon E-2176G | 0.71 | 64 | 42 | 201 (74%) | 136 (25%) | 148 (27%) |
| π΅ Core i7-7700HQ | 0.36 | 12 | 38 | 81 (32%) | 82 (16%) | 108 (22%) |
| π΅ Xeon E3-1240 v5 | 0.50 | 32 | 34 | 141 (63%) | 75 (17%) | 88 (20%) |
| π΅ Core i7-4771 | 0.45 | 24 | 26 | 100 (60%) | 22 ( 7%) | 74 (22%) |
| π΅ Core i7-4770 | 0.44 | 16 | 26 | 104 (62%) | 69 (21%) | 59 (18%) |
| π΅ Core i7-4720HQ | 0.33 | 16 | 26 | 80 (48%) | 23 ( 7%) | 60 (18%) |
| π΅ Celeron N2807 | 0.01 | 4 | 11 | 7 (10%) | 3 ( 2%) | 3 ( 2%) |
Multi-GPU Benchmarks
Multi-GPU benchmarks are done at the largest possible grid resolution with cubic domains, and either 2x1x1, 2x2x1 or 2x2x2 of these domains together. The (percentages in round brackets) are single-GPU roofline model efficiency, and the (multiplicators in round brackets) are scaling factors relative to benchmarked single-GPU performance.
/* Detailed source-code truncated for AI context efficiency. */Multi-GPU Benchmark Table
Colors: π΄ AMD, π΅ Intel, π’ Nvidia, βͺ Apple, π£ ARM, π‘ Glenfly
| Device | FP32[TFlops/s] | Mem[GB] | BW[GB/s] | FP32/FP32[MLUPs/s] | FP32/FP16S[MLUPs/s] | FP32/FP16C[MLUPs/s] |
|---|---|---|---|---|---|---|
| π΄ 8x Instinct MI355X | 1258.29 | 2304 | 64000 | 188742 (6.2x) | 362344 (6.6x) | 292495 (7.3x) |
| π΄ 1x Instinct MI355X | 157.29 | 288 | 8000 | 30380 (58%) | 54494 (52%) | 40157 (39%) |
| π΄ 8x Instinct MI300X | 1307.44 | 1536 | 42400 | 152835 (6.7x) | 192297 (4.7x) | 204924 (6.5x) |
| π΄ 4x Instinct MI300X | 653.72 | 768 | 21200 | 83678 (3.7x) | 103200 (2.5x) | 109546 (3.5x) |
| π΄ 2x Instinct MI300X | 326.86 | 384 | 10600 | 46673 (2.0x) | 61053 (1.5x) | 57391 (1.8x) |
| π΄ 1x Instinct MI300X | 163.43 | 192 | 5300 | 22867 (66%) | 41327 (60%) | 31670 (46%) |
| π΄ 4x Instinct MI250 (8 GCD) | 362.08 | 512 | 13107 | 27350 (4.9x) | 52258 (5.8x) | 53521 (6.3x) |
| π΄ 2x Instinct MI250 (4 GCD) | 181.04 | 256 | 6554 | 16925 (3.0x) | 29163 (3.2x) | 29627 (3.5x) |
| π΄ 1x Instinct MI250 (2 GCD) | 90.52 | 128 | 3277 | 9460 (1.7x) | 14313 (1.6x) | 17338 (2.0x) |
| π΄ 1x Instinct MI250 (1 GCD) | 45.26 | 64 | 1638 | 5638 (53%) | 9030 (42%) | 8506 (40%) |
| π΄ 32x Instinct MI210 GigaIO | 1448.32 | 2048 | 52429 | 23881 (3.8x) | 50952 (6.0x) | 48848 (5.4x) |
| π΄ 24x Instinct MI210 GigaIO | 1086.24 | 1536 | 39322 | 22056 (3.5x) | 45033 (5.3x) | 44631 (4.9x) |
| π΄ 16x Instinct MI210 GigaIO | 724.16 | 1024 | 26214 | 18094 (2.9x) | 37360 (4.4x) | 37922 (4.2x) |
| π΄ 8x Instinct MI210 GigaIO | 362.08 | 512 | 13107 | 13546 (2.1x) | 27996 (3.3x) | 27820 (3.1x) |
| π΄ 4x Instinct MI210 GigaIO | 181.04 | 256 | 6554 | 8816 (1.4x) | 17232 (2.0x) | 16892 (1.9x) |
| π΄ 2x Instinct MI210 GigaIO | 90.52 | 128 | 3277 | 7245 (1.1x) | 12050 (1.4x) | 13539 (1.5x) |
| π΄ 1x Instinct MI210 GigaIO | 45.26 | 64 | 1638 | 6347 (59%) | 8486 (40%) | 9105 (43%) |
| π΄ 4x Instinct MI210 | 181.04 | 256 | 6554 | 17075 (2.6x) | 31408 (3.6x) | 30643 (3.5x) |
| π΄ 2x Instinct MI210 | 90.52 | 128 | 3277 | 9624 (1.5x) | 15909 (1.8x) | 16156 (1.8x) |
| π΄ 1x Instinct MI210 | 45.26 | 64 | 1638 | 6454 (60%) | 8757 (41%) | 8751 (41%) |
| π΄ 3x MI50 32GB + π’ 1x A100 40GB | 52.99 | 128 | 4096 | 13159 (3.0x) | 22759 (2.7x) | 11953 (2.7x) |
| π΄ 3x Instinct MI50 32GB | 39.74 | 96 | 3072 | 11709 (2.6x) | 21693 (2.6x) | 9969 (2.3x) |
| π΄ 2x Instinct MI50 32GB | 26.50 | 64 | 2048 | 7803 (1.8x) | 14484 (1.7x) | 6647 (1.5x) |
| π΄ 1x Instinct MI50 32GB | 13.25 | 32 | 1024 | 4446 (66%) | 8477 (64%) | 4406 (33%) |
| π΄ 8x Radeon VII | 110.64 | 128 | 8192 | 21946 (4.5x) | 30826 (4.0x) | 24572 (4.7x) |
| π΄ 4x Radeon VII | 55.32 | 64 | 4096 | 12911 (2.6x) | 24273 (3.1x) | 17080 (3.2x) |
| π΄ 2x Radeon VII | 27.66 | 32 | 2048 | 8113 (1.7x) | 15591 (2.0x) | 10352 (2.0x) |
| π΄ 1x Radeon VII | 13.83 | 16 | 1024 | 4898 (73%) | 7778 (58%) | 5256 (40%) |
| π΄ 1x Radeon Pro Duo (2 GPUs) | 16.38 | 8 | 1024 | 1945 (29%) | 3310 (25%) | 2879 (22%) |
| π΄ 1x R9 295X2 (2 GPUs) | 11.47 | 8 | 640 | 1727 (41%) | 2428 (29%) | 1989 (24%) |
| π΄ 1x HD 7990 (2 GPUs) | 8.19 | 6 | 576 | 1552 (41%) | 1996 (27%) | 2314 (31%) |
| π΄ 1x HD 6990 (2 GPUs) | 5.41 | 4 | 320 | 344 (16%) | 214 ( 5%) | 255 ( 6%) |
| π΄ 1x HD 5970 (2 GPUs) | 3.76 | 2 | 256 | 360 (22%) | 181 ( 5%) | 224 ( 7%) |
| π΅ 4x DC GPU Max 1100 | 88.88 | 192 | 4915 | 12162 (3.5x) | 22777 (3.7x) | 11759 (3.6x) |
| π΅ 2x DC GPU Max 1100 | 44.44 | 96 | 2458 | 6301 (1.8x) | 11815 (1.9x) | 5970 (1.8x) |
| π΅ 1x DC GPU Max 1100 | 22.22 | 48 | 1229 | 3487 (43%) | 6209 (39%) | 3252 (20%) |
| π’ 8x B300 SXM6 AC | 615.90 | 2192 | 64000 | 88378 (2.1x) | 211021 (3.7x) | 122983 (5.3x) |
| π’ 4x B300 SXM6 AC | 307.95 | 1096 | 32000 | 85666 (2.0x) | 129974 (2.3x) | 69911 (3.0x) |
| π’ 2x B300 SXM6 AC | 153.98 | 548 | 16000 | 60905 (1.4x) | 80706 (1.4x) | 38376 (1.7x) |
| π’ 1x B300 SXM6 AC | 76.99 | 274 | 8000 | 42519 (81%) | 57279 (55%) | 23191 (22%) |
| π’ 8x B200 SXM6 180GB | 595.60 | 1456 | 64000 | 132105 (3.1x) | 219300 (3.9x) | 128668 (5.7x) |
| π’ 4x B200 SXM6 180GB | 297.80 | 728 | 32000 | 94073 (2.2x) | 147446 (2.7x) | 72670 (3.2x) |
| π’ 2x B200 SXM6 180GB | 148.90 | 364 | 16000 | 62046 (1.5x) | 85077 (1.5x) | 39275 (1.7x) |
| π’ 1x B200 SXM6 180GB | 74.45 | 182 | 8000 | 42152 (81%) | 55609 (54%) | 22695 (22%) |
| π’ 8x H200 SXM5 141GB | 535.28 | 1128 | 38400 | 92008 (4.0x) | 157743 (4.3x) | 113490 (5.6x) |
| π’ 4x H200 SXM5 141GB | 267.64 | 564 | 19200 | 57310 (2.5x) | 96056 (2.6x) | 63117 (3.1x) |
| π’ 2x H200 SXM5 141GB | 133.82 | 282 | 9600 | 36711 (1.6x) | 57070 (1.6x) | 34871 (1.7x) |
| π’ 1x H200 SXM5 141GB | 66.91 | 141 | 4800 | 23056 (73%) | 36610 (59%) | 20291 (33%) |
| π’ 4x H200 NVL | 241.28 | 564 | 19200 | 63517 (2.9x) | 100925 (2.9x) | 62245 (3.4x) |
| π’ 2x H200 NVL | 120.64 | 282 | 9600 | 36836 (1.7x) | 58655 (1.7x) | 32614 (1.8x) |
| π’ 1x H200 NVL | 60.32 | 141 | 4800 | 21703 (69%) | 34387 (55%) | 18221 (29%) |
| π’ 4x H100 NVL | 241.28 | 376 | 15752 | 44284 (2.2x) | 82122 (2.5x) | 53855 (2.9x) |
| π’ 2x H100 NVL | 120.64 | 188 | 7876 | 29050 (1.4x) | 49958 (1.5x) | 30586 (1.7x) |
| π’ 1x H100 NVL | 60.32 | 94 | 3938 | 20303 (79%) | 32922 (64%) | 18424 (36%) |
| π’ 4x H100 SXM5 80GB HBM3 | 267.63 | 320 | 13400 | 46442 (2.7x) | 78462 (2.8x) | 60490 (3.0x) |
| π’ 2x H100 SXM5 80GB HBM3 | 133.82 | 160 | 6700 | 26838 (1.6x) | 46189 (1.6x) | 34147 (1.7x) |
| π’ 1x H100 SXM5 80GB HBM3 | 66.91 | 80 | 3350 | 17262 (79%) | 28522 (66%) | 20065 (46%) |
| π’ 4x A100 PCIe 80GB | 77.96 | 320 | 7740 | 25957 (2.7x) | 52056 (2.9x) | 33283 (3.1x) |
| π’ 2x A100 PCIe 80GB | 38.98 | 160 | 3870 | 15742 (1.6x) | 27165 (1.5x) | 17510 (1.6x) |
| π’ 1x A100 PCIe 80GB | 19.49 | 80 | 1935 | 9657 (76%) | 17896 (71%) | 10817 (43%) |
| π’ 4x PG506-243 / PG506-242 | 88.57 | 256 | 6554 | 23097 (2.8x) | 41088 (2.6x) | 36130 (2.9x) |
| π’ 2x PG506-243 / PG506-242 | 44.28 | 128 | 3277 | 13885 (1.7x) | 24168 (1.5x) | 20906 (1.7x) |
| π’ 1x PG506-243 / PG506-242 | 22.14 | 64 | 1638 | 8195 (77%) | 15654 (74%) | 12271 (58%) |
| π’ 8x A100 SXM4 40GB | 155.92 | 320 | 12440 | 37619 (4.4x) | 72965 (4.6x) | 63009 (7.2x) |
| π’ 4x A100 SXM4 40GB | 77.96 | 160 | 6220 | 23411 (2.7x) | 42400 (2.7x) | 29017 (3.3x) |
| π’ 2x A100 SXM4 40GB | 38.98 | 80 | 3110 | 14311 (1.7x) | 23707 (1.5x) | 15512 (1.8x) |
| π’ 1x A100 SXM4 40GB | 19.49 | 40 | 1555 | 8543 (84%) | 15917 (79%) | 8748 (43%) |
| π’ 4x Tesla V100 SXM2 32GB | 62.68 | 128 | 3600 | 13135 (2.9x) | 26527 (3.0x) | 22686 (3.1x) |
| π’ 2x Tesla V100 SXM2 32GB | 31.34 | 64 | 1800 | 7953 (1.8x) | 15469 (1.7x) | 12932 (1.8x) |
| π’ 1x Tesla V100 SXM2 32GB | 15.67 | 32 | 900 | 4471 (76%) | 8947 (77%) | 7217 (62%) |
| π’ 3x K40m + 1x Titan Xp | 17.16 | 48 | 1154 | 3117 (2.8x) | 5174 (2.8x) | 3127 (3.4x) |
| π’ 2x Tesla K40m | 8.58 | 24 | 577 | 1971 (1.7x) | 3300 (1.8x) | 1801 (2.0x) |
| π’ 1x Tesla K40m | 4.29 | 12 | 288 | 1131 (60%) | 1868 (50%) | 912 (24%) |
| π’ 1x Tesla K80 (2 GPUs) | 8.22 | 24 | 480 | 2086 (2.3x) | 3448 (2.1x) | 2174 (2.3x) |
| π’ 1x Tesla K80 (1 GPU) | 4.11 | 12 | 240 | 916 (58%) | 1642 (53%) | 943 (30%) |
| π΄ 6x Radeon RX 7900 XTX | 368.64 | 144 | 5760 | 20835 (5.7x) | 42954 (5.6x) | 41304 (5.4x) |
| π΄ 1x Radeon RX 7900 XTX | 61.44 | 24 | 960 | 3665 (58%) | 7644 (61%) | 7716 (62%) |
| π’ 2x L40S | 183.22 | 96 | 1728 | 6888 (1.8x) | 13099 (1.8x) | 13640 (1.8x) |
| π’ 1x L40S | 91.61 | 48 | 864 | 3824 (68%) | 7463 (67%) | 7669 (68%) |
| π’ 2x L40 | 181.04 | 96 | 1728 | 7137 (1.8x) | 13547 (1.7x) | 14164 (1.8x) |
| π’ 1x L40 | 90.52 | 48 | 864 | 3870 (69%) | 7778 (69%) | 7945 (71%) |
| π’ 8x RTX A6000 | 320.00 | 384 | 6144 | 19311 (4.4x) | 40063 (4.5x) | 39004 (4.6x) |
| π’ 4x RTX A6000 | 160.00 | 192 | 3072 | 14314 (3.2x) | 27915 (3.2x) | 27227 (3.2x) |
| π’ 2x RTX A6000 | 80.00 | 96 | 1536 | 8041 (1.8x) | 15026 (1.7x) | 14795 (1.7x) |
| π’ 1x RTX A6000 | 40.00 | 48 | 768 | 4421 (88%) | 8814 (88%) | 8533 (86%) |
| π’ 4x A16 (16 GPUs) | 71.84 | 256 | 3200 | 12078 (11.7x) | 22451 (11.1x) | 14489 (12.8x) |
| π’ 2x A16 (8 GPUs) | 35.92 | 128 | 1600 | 6389 (6.2x) | 11777 (5.8x) | 7500 (6.6x) |
| π’ 1x A16 (4 GPUs) | 17.96 | 64 | 800 | 3497 (3.4x) | 6348 (3.1x) | 3919 (3.5x) |
| π’ 1x A16 (2 GPUs) | 8.98 | 32 | 400 | 1912 (1.9x) | 3475 (1.7x) | 2064 (1.8x) |
| π’ 1x A16 (1 GPU) | 4.49 | 16 | 200 | 1031 (79%) | 2031 (78%) | 1133 (44%) |
| π’ 2x A2 | 9.06 | 30 | 400 | 1927 (1.9x) | 3539 (1.7x) | 2232 (1.9x) |
| π’ 1x A2 | 4.53 | 15 | 200 | 1031 (79%) | 2051 (79%) | 1199 (46%) |
| π’ 2x Quadro RTX 8000 Pa. | 29.86 | 96 | 1248 | 4767 (1.8x) | 9607 (1.8x) | 10214 (1.8x) |
| π’ 1x Quadro RTX 8000 Pa. | 14.93 | 48 | 624 | 2591 (64%) | 5408 (67%) | 5607 (69%) |
| π’ 7x 2080 Ti + 1x A100 40GB | 107.60 | 88 | 4928 | 16146 (5.1x) | 33732 (5.0x) | 33857 (4.9x) |
| π’ 4x GeForce RTX 2080 Ti | 53.80 | 44 | 2464 | 9117 (2.9x) | 18415 (2.7x) | 18598 (2.7x) |
| π’ 2x GeForce RTX 2080 Ti | 26.90 | 22 | 1232 | 5085 (1.6x) | 10770 (1.6x) | 10922 (1.6x) |
| π’ 1x GeForce RTX 2080 Ti | 13.45 | 11 | 616 | 3194 (79%) | 6700 (84%) | 6853 (86%) |
| π’ 1x GTX 690 (2 GPUs) | 6.26 | 4 | 385 | 587 (23%) | 920 (18%) | 535 (11%) |
| π΅ 4x Arc Pro B60 | 49.16 | 96 | 1824 | 7981 (3.1x) | 16099 (3.1x) | 14029 (3.0x) |
| π΅ 2x Arc Pro B60 | 24.58 | 48 | 912 | 4413 (1.7x) | 8829 (1.7x) | 7580 (1.6x) |
| π΅ 1x Arc Pro B60 | 12.29 | 24 | 456 | 2540 (85%) | 5138 (87%) | 4650 (79%) |
| π΅ 2x Arc A770 | 39.32 | 32 | 1120 | 4954 (1.9x) | 8745 (1.9x) | 8329 (1.8x) |
| π΅ 1x Arc A770 | 19.66 | 16 | 560 | 2663 (73&) | 4568 (63%) | 4519 (62%) |
| π’ 1x A100 40GB + π’ 1x P100 16GB + π’ 2x A2 + π΄ 3x MI50 32GB + π΅ 1x A770 16GB | 54.36 | 180 | 2400 | 9903 (63%) | 17296 (55%) | 12041 (39%) |
| π΄ 1x 7700 XT + π΅ 1x B580 + π’ 1x Titan Xp | 36.45 | 36 | 1296 | 3979 (47%) | 8003 (48%) | 8358 (39%) |
| π΅ 1x A770 + π’ 1x Titan Xp | 24.30 | 24 | 1095 | 4717 (66%) | 8380 (59%) | 8026 (56%) |
FAQs
General
How to learn using FluidX3D?Follow the FluidX3D Documentation!
FluidX3D only uses FP32 or even FP32/FP16, in contrast to FP64. Are simulation results physically accurate?Yes, in all but extreme edge cases. The code has been specially optimized to minimize arithmetic round-off errors and make the most out of lower precision. With these optimizations, accuracy in most cases is indistinguishable from FP64 double-precision, even with FP32/FP16 mixed-precision. Details can be found in this paper.
Why don't you use CUDA? Wouldn't that be more efficient?No, that is a wrong myth. OpenCL is exactly as efficient as CUDA on Nvidia GPUs if optimized properly. Here I did roofline model and analyzed OpenCL performance on various hardware. OpenCL efficiency on modern Nvidia GPUs can be 100% with the right memory access pattern, so CUDA can't possibly be any more efficient. Without any performance advantage, there is no reason to use proprietary CUDA over OpenCL, since OpenCL is compatible with a lot more hardware.
FluidX3D in Blender?FluidX3D is a standalone software, with integrated in-situ rendering engine that directly accesses the raw simulation data in VRAM. Integration into Blender or other software packages is not planned.
Checkpoint support?FluidX3D does not support saving/loading checkpoints. I have made the software so robust that it does not crash, and so fast that restarting a simulation does not take longer than a few hours at most on a GPU system.
Model
What physical model does FluidX3D use?FluidX3D implements the lattice Boltzmann method, a type of direct numerical simulation (DNS), the most accurate type of fluid simulation, but also the most computationally challenging. Optional extension models implemented in FluidX3D include volume force (Guo forcing), free surface (volume-of-fluid and PLIC), a temperature model and Smagorinsky-Lilly subgrid turbulence model for DNS-LES simulations.
What boundary types are available in FluidX3D?Periodic boundaries, solid boundaries, equilibrium boundaries, and moving solid boundaries.See the section on initial/boundary conditions in the FluidX3D Documentation!
Does FluidX3D support adaptive mesh refinement?No, not yet. Grid cell size is the same everywhere in the simulation box.
Can FluidX3D model both water and air at the same time?No. FluidX3D can model either water or air, but not both at the same time. For free surface simulations with the SURFACE extension, I went with a volume-of-fluid/PLIC modeling approach as that provides a sharp water-air interface, so individual droplets can be resolved as small as 3 grid cells in diameter. However this model ignores the gas phase completely, and only models the fluid phase with LBM as well as the surface tension. An alternative I had explored years ago was the phase-field models (simplest of them is Shan-Chen model) - they model both fluid and gas phases, but struggle with the 1:1000 density contrast of air:water, and the modeled interface is diffuse over ~5 grid cells. So the smallest resolved droplets are ~10 grid cells in diameter, meaning for the same resolution you need ~37x the memory footprint - infeasible on GPUs. Coming back to VoF model, it is possible to extend it with a model for the gas phase, but one has to manually track bubble split/merge events, which makes this approach very painful in implementation and poorly performing on the hardware.
Can FluidX3D compute lift/drag forces?Yes. See the lift/drag forces section in the FluidX3D Documentation!
Can FluidX3D simulate transsonic/supersonic flows?No. The LBM model in FluidX3D works only in the weakly compressible regime at Mach numbers < 0.3.
How to simulate moving/rotating geometry?See the section about .stl voxelization in the FluidX3D Documentation.
Can FluidX3D model thermal convection?Yes. See the TEMPERATURE extension section in the FluidX3D Documentation!
Can FluidX3D model chemical reactions?No.
Can FluidX3D model particles?Yes, either as passive tracer particles or with 2-way coupling (buoyancy). See the PARTICLES extension section in the FluidX3D Documentation!
I see white lines or everything disappeared. Why?This indicates that the simulation has become unstable. See the the section on parametrization and instability in the FluidX3D Documentation!
The density and/or velocity field are oscillatory. Why?
Either this is acoustic (standing) waves, or non-physical artifacts. Play around with SI-LBM unit conversion, and reduce time step size in SI units by reducing
lbm_u.Why no multi-relaxation-time (MRT) collision operator?The idea of MRT is to linearly transform the DDFs into "moment space" by matrix multiplication and relax these moments individually, promising better stability and accuracy. In practice, in the vast majority of cases, it has zero or even negative effects on stability and accuracy, and simple SRT is much superior. Apart from the kinematic shear viscosity and conserved terms, the remaining moments are non-physical quantities and their tuning is a blackbox. Although MRT can be implemented in an efficient manner with only a single matrix-vector multiplication in registers, leading to identical performance compared to SRT by remaining bandwidth-bound, storing the matrices vastly elongates and over-complicates the code for no real benefit.
Hardware
Can FluidX3D run on multiple GPUs at the same time?Yes. The simulation grid is then split in domains, one for each GPU (domain decomposition method). The GPUs essentially pool their memory, enabling much larger grid resolution and higher performance. Rendering is parallelized across multiple GPUs as well; each GPU renders its own domain with a 3D offset, then rendered frames from all GPUs are overlaid with their z-buffers. Communication between domains is done over PCIe, so no SLI/Crossfire/NVLink/InfinityFabric is required. All GPUs must however be installed in the same node (PC/laptop/server). Even unholy combinations of AMD+Intel+Nvidia GPUs will work, although it is recommended to only use GPUs with similar memory capacity and bandwidth together. Using a fast gaming GPU and slow integrated GPU together would only decrease performance due to communication overhead.
Can I run FluidX3D on the CPU?Yes, and this is especially useful when you need more memory than a GPU can offer. You only need to install the Intel CPU Runtime for OpenCL.
I'm on a budget and have only a cheap computer. Can I run FluidX3D on my toaster PC/laptop?Absolutely. Today even the most inexpensive hardware, like integrated GPUs or entry-level gaming GPUs, support OpenCL. You might be a bit more limited on memory capacity and grid resolution, but you should be good to go. I've tested FluidX3D on very old and inexpensive hardware and even on my Samsung S9+ smartphone, and it runs just fine, although admittedly a bit slower.
I don't have an expensive workstation GPU, but only a gaming GPU. Will performance suffer?No. Efficiency on gaming GPUs is exactly as good as on their "professional"/workstation counterparts. Performance often is even better as gaming GPUs have higher boost clocks.
Do I need a GPU with ECC memory?No. Gaming GPUs work just fine. Some Nvidia GPUs automatically reduce memory clocks for compute applications to almost entirely eliminate memory errors.
My GPU does not support CUDA. Can I still use FluidX3D?Yes. FluidX3D uses OpenCL and not CUDA, so it runs on any GPU from any vendor since around 2009.
I don't have a dedicated graphics card at all. Can I still run FluidX3D on my PC/laptop?Yes. FluidX3D also runs on all integrated GPUs since around 2012, and also on CPUs.
In the benchmarks you list some very expensive hardware. How do you get access to that?As a PhD candidate in computational physics, I used FluidX3D for my research, so I had access to BZHPC, SuperMUC-NG, JSC JURECA-DC, and Leonardo supercomputers.
Graphics
I don't have an RTX/DXR GPU that supports raytracing. Can I still use raytracing graphics in FluidX3D?Yes, and at full performance. FluidX3D does not use a bounding volume hierarchy (BVH) to accelerate raytracing, but fast ray-grid traversal instead, implemented directly in OpenCL C. This is much faster than BVH for moving isosurfaces in the LBM grid (~N vs. ~NΒ²+log(N) runtime; LBM itself is ~NΒ³), and it does not require any dedicated raytracing hardware. Raytracing in FluidX3D runs on any GPU that supports OpenCL 1.2.
I have a datacenter/mining GPU without any video output or graphics hardware. Can FluidX3D still render simulation results?Yes. FluidX3D does all rendering (rasterization and raytracing) in OpenCL C, so no display output and no graphics features like OpenGL/Vulkan/DirectX are required. Rendering is just another form of compute after all. Rendered frames are passed to the CPU over PCIe and then the CPU can either draw them on screen through dedicated/integrated graphics or write them to the hard drive.
I'm running FluidX3D on a remote (super-)computer and only have an SSH terminal. Can I still use graphics somehow?Yes, either directly as interactive ASCII graphics in the terminal or by storing rendered frames on the hard drive and then copying them over via
scp -r [email protected]:"~/path/to/images/folder" ..Graphics support on Apple macOS?
On macOS and Android,
INTERACTIVE_GRAPHICSmode is not supported, as no X11 is available. You can still useINTERACTIVE_GRAPHICS_ASCIIthough, or render video to the hard drive with regularGRAPHICSmode.
Licensing
I want to learn about programming/software/physics/engineering. Can I use FluidX3D for free?Yes. Anyone can use FluidX3D for free for public research, education or personal use. Use by scientists, students and hobbyists is free of charge and well encouraged.
I am a scientist/teacher with a paid position at a public institution. Can I use FluidX3D for my research/teaching?Yes, you can use FluidX3D free of charge. This is considered research/education, not commercial use. To give credit, the references listed below should be cited. If you publish data/results generated by altered source versions, the altered source code must be published as well.
I work at a company in CFD/consulting/R&D or related fields. Can I use FluidX3D commercially?No. Commercial use is not allowed with the current license.
Is FluidX3D open-source?No. "Open-source" as a technical term is defined as freely available without any restriction on use, but I am not comfortable with that. I have written FluidX3D in my spare time and no one should milk it for profits while I remain uncompensated, especially considering what other CFD software sells for. The technical term for the type of license I choose is "source-available no-cost non-commercial". The source code is freely available, and you are free to use, to alter and to redistribute it, as long as you do not sell it or make a profit from derived products/services, and as long as you do not use it for any military purposes (see the license for details).
Will FluidX3D at some point be available with a commercial license?Maybe I will add the option for a second, commercial license later on. If you are interested in commercial use, let me know. For non-commercial use in science and education, FluidX3D is and will always be free.
External Code/Libraries/Images used in FluidX3D
- OpenCL-Headers and C++ Wrapper for GPU parallelization (Khronos Group)
- Win32 API for interactive graphics in Windows (Microsoft)
- X11/Xlib for interactive graphics in Linux (The Open Group)
- marching-cubes tables for isosurface generation on GPU (Paul Bourke)
src/lodepng.cppandsrc/lodepng.hppfor.pngencoding and decoding (Lode Vandevenne)- SimplexNoise class in
src/utilities.hppfor generating continuous noise in 2D/3D/4D space (Stefan Gustavson) skybox/skybox8k.pngfor free surface raytracing (HDRI Hub)
References
- Lehmann, M.: Computational study of microplastic transport at the water-air interface with a memory-optimized lattice Boltzmann method. PhD thesis, (2023)
- Lehmann, M.: Esoteric Pull and Esoteric Push: Two Simple In-Place Streaming Schemes for the Lattice Boltzmann Method on GPUs. Computation, 10, 92, (2022)
- Lehmann, M., Krause, M., Amati, G., Sega, M., Harting, J. and Gekle, S.: Accuracy and performance of the lattice Boltzmann method with 64-bit, 32-bit, and customized 16-bit number formats. Phys. Rev. E 106, 015308, (2022)
- Lehmann, M.: Combined scientific CFD simulation and interactive raytracing with OpenCL. IWOCL'22: International Workshop on OpenCL, 3, 1-2, (2022)
- Lehmann, M., OehlschlΓ€gel, L.M., HΓ€usl, F., Held, A. and Gekle, S.: Ejection of marine microplastics by raindrops: a computational and experimental study. Micropl.&Nanopl. 1, 18, (2021)
- Lehmann, M.: High Performance Free Surface LBM on GPUs. Master's thesis, (2019)
- Lehmann, M. and Gekle, S.: Analytic Solution to the Piecewise Linear Interface Construction Problem and Its Application in Curvature Calculation for Volume-of-Fluid Simulation Codes. Computation, 10, 21, (2022)
Contact
- FluidX3D is solo-developed and maintained by Dr. Moritz Lehmann.
- For any questions, feedback or other inquiries, contact me at [email protected].
- Updates are posted on Mastodon via @ProjectPhysX/#FluidX3D and on YouTube.
Support
I'm developing FluidX3D in my spare time, to make computational fluid dynamics lightning fast, accessible on all hardware, and free for everyone.
- You can support FluidX3D by reporting any bugs or things that don't work in the issues. I'm welcoming feedback!
- If you like FluidX3D, share it with friends and colleagues. Spread the word that CFD is now lightning fast, accessible and free.
- If you want to support FluidX3D financially, you can sponsor me on GitHub or buy me a coffee. Thank you!