Smoke: test commit of PCG

This commit is contained in:
Daniel Genrich
2009-08-07 01:07:45 +00:00
parent 917fce65a6
commit 7c8c83f30d
3 changed files with 175 additions and 2 deletions

View File

@@ -96,6 +96,8 @@ FLUID_3D::FLUID_3D(int *res, int amplify, float *p0, float dt) :
_xVorticity = new float[_totalCells];
_yVorticity = new float[_totalCells];
_zVorticity = new float[_totalCells];
_h = new float[_totalCells];
_Precond = new float[_totalCells];
for (int x = 0; x < _totalCells; x++)
{
@@ -118,6 +120,8 @@ FLUID_3D::FLUID_3D(int *res, int amplify, float *p0, float dt) :
_yVorticity[x] = 0.0f;
_zVorticity[x] = 0.0f;
_residual[x] = 0.0f;
_h[x] = 0.0f;
_Precond[x] = 0.0f;
_obstacles[x] = false;
}
@@ -189,6 +193,8 @@ FLUID_3D::~FLUID_3D()
if (_yVorticity) delete[] _yVorticity;
if (_zVorticity) delete[] _zVorticity;
if (_vorticity) delete[] _vorticity;
if (_h) delete[] _h;
if (_Precond) delete[] _Precond;
if (_obstacles) delete[] _obstacles;
if (_wTurbulence) delete _wTurbulence;
@@ -414,7 +420,7 @@ void FLUID_3D::project()
copyBorderAll(_pressure);
// solve Poisson equation
solvePressure(_pressure, _divergence, _obstacles);
solvePressurePre(_pressure, _divergence, _obstacles);
setObstaclePressure();

View File

@@ -96,6 +96,8 @@ class FLUID_3D
float* _yVorticity;
float* _zVorticity;
float* _vorticity;
float* _h;
float* _Precond;
unsigned char* _obstacles;
// CG fields
@@ -128,6 +130,7 @@ class FLUID_3D
void project();
void diffuseHeat();
void solvePressure(float* field, float* b, unsigned char* skip);
void solvePressurePre(float* field, float* b, unsigned char* skip);
void solveHeat(float* field, float* b, unsigned char* skip);
// handle obstacle boundaries

View File

@@ -21,8 +21,171 @@
//////////////////////////////////////////////////////////////////////
#include "FLUID_3D.h"
#define SOLVER_ACCURACY 1e-06
void FLUID_3D::solvePressurePre(float* field, float* b, unsigned char* skip)
{
int x, y, z, index;
// i = 0
int i = 0;
// r = b - Ax
index = _slabSize + _xRes + 1;
for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
for (y = 1; y < _yRes - 1; y++, index += 2)
for (x = 1; x < _xRes - 1; x++, index++)
{
// if the cell is a variable
float Acenter = 0.0f;
if (!skip[index])
{
// set the matrix to the Poisson stencil in order
if (!skip[index + 1]) Acenter += 1.;
if (!skip[index - 1]) Acenter += 1.;
if (!skip[index + _xRes]) Acenter += 1.;
if (!skip[index - _xRes]) Acenter += 1.;
if (!skip[index + _slabSize]) Acenter += 1.;
if (!skip[index - _slabSize]) Acenter += 1.;
}
_residual[index] = b[index] - (Acenter * field[index] +
field[index - 1] * (skip[index - 1] ? 0.0 : -1.0f)+
field[index + 1] * (skip[index + 1] ? 0.0 : -1.0f)+
field[index - _xRes] * (skip[index - _xRes] ? 0.0 : -1.0f)+
field[index + _xRes] * (skip[index + _xRes] ? 0.0 : -1.0f)+
field[index - _slabSize] * (skip[index - _slabSize] ? 0.0 : -1.0f)+
field[index + _slabSize] * (skip[index + _slabSize] ? 0.0 : -1.0f) );
_residual[index] = (skip[index]) ? 0.0f : _residual[index];
// P^-1
if(Acenter < 1.0)
_Precond[index] = 0.0;
else
_Precond[index] = 1.0 / Acenter;
// p = P^-1 * r
_direction[index] = _residual[index] * _Precond[index];
}
// deltaNew = transpose(r) * p
float deltaNew = 0.0f;
index = _slabSize + _xRes + 1;
for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
for (y = 1; y < _yRes - 1; y++, index += 2)
for (x = 1; x < _xRes - 1; x++, index++)
deltaNew += _residual[index] * _direction[index];
// delta0 = deltaNew
float delta0 = deltaNew;
// While deltaNew > (eps^2) * delta0
const float eps = SOLVER_ACCURACY;
//while ((i < _iterations) && (deltaNew > eps*delta0))
float maxR = 2.0f * eps;
// while (i < _iterations)
while ((i < _iterations) && (maxR > eps))
{
// (s) q = Ad (p)
index = _slabSize + _xRes + 1;
for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
for (y = 1; y < _yRes - 1; y++, index += 2)
for (x = 1; x < _xRes - 1; x++, index++)
{
// if the cell is a variable
float Acenter = 0.0f;
if (!skip[index])
{
// set the matrix to the Poisson stencil in order
if (!skip[index + 1]) Acenter += 1.;
if (!skip[index - 1]) Acenter += 1.;
if (!skip[index + _xRes]) Acenter += 1.;
if (!skip[index - _xRes]) Acenter += 1.;
if (!skip[index + _slabSize]) Acenter += 1.;
if (!skip[index - _slabSize]) Acenter += 1.;
}
_q[index] = Acenter * _direction[index] +
_direction[index - 1] * (skip[index - 1] ? 0.0 : -1.0f) +
_direction[index + 1] * (skip[index + 1] ? 0.0 : -1.0f) +
_direction[index - _xRes] * (skip[index - _xRes] ? 0.0 : -1.0f) +
_direction[index + _xRes] * (skip[index + _xRes] ? 0.0 : -1.0f)+
_direction[index - _slabSize] * (skip[index - _slabSize] ? 0.0 : -1.0f) +
_direction[index + _slabSize] * (skip[index + _slabSize] ? 0.0 : -1.0f);
_q[index] = (skip[index]) ? 0.0f : _q[index];
}
// alpha = deltaNew / (transpose(d) * q)
float alpha = 0.0f;
index = _slabSize + _xRes + 1;
for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
for (y = 1; y < _yRes - 1; y++, index += 2)
for (x = 1; x < _xRes - 1; x++, index++)
alpha += _direction[index] * _q[index];
if (fabs(alpha) > 0.0f)
alpha = deltaNew / alpha;
// x = x + alpha * d
index = _slabSize + _xRes + 1;
for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
for (y = 1; y < _yRes - 1; y++, index += 2)
for (x = 1; x < _xRes - 1; x++, index++)
field[index] += alpha * _direction[index];
// r = r - alpha * q
maxR = 0.0;
index = _slabSize + _xRes + 1;
for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
for (y = 1; y < _yRes - 1; y++, index += 2)
for (x = 1; x < _xRes - 1; x++, index++)
{
_residual[index] -= alpha * _q[index];
// maxR = (_residual[index] > maxR) ? _residual[index] : maxR;
}
// if(maxR <= eps)
// break;
// h = P^-1 * r
index = _slabSize + _xRes + 1;
for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
for (y = 1; y < _yRes - 1; y++, index += 2)
for (x = 1; x < _xRes - 1; x++, index++)
{
_h[index] = _Precond[index] * _residual[index];
}
// deltaOld = deltaNew
float deltaOld = deltaNew;
// deltaNew = transpose(r) * h
deltaNew = 0.0f;
index = _slabSize + _xRes + 1;
for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
for (y = 1; y < _yRes - 1; y++, index += 2)
for (x = 1; x < _xRes - 1; x++, index++)
{
deltaNew += _residual[index] * _h[index];
maxR = (_residual[index]* _h[index] > maxR) ? _residual[index]* _h[index] : maxR;
}
// beta = deltaNew / deltaOld
float beta = deltaNew / deltaOld;
// d = h + beta * d
index = _slabSize + _xRes + 1;
for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
for (y = 1; y < _yRes - 1; y++, index += 2)
for (x = 1; x < _xRes - 1; x++, index++)
_direction[index] = _h[index] + beta * _direction[index];
// i = i + 1
i++;
}
cout << i << " iterations converged to " << maxR << endl;
}
//////////////////////////////////////////////////////////////////////
// solve the poisson equation with CG
//////////////////////////////////////////////////////////////////////
@@ -61,6 +224,7 @@ void FLUID_3D::solvePressure(float* field, float* b, unsigned char* skip)
field[index + _slabSize] * (skip[index + _slabSize] ? 0.0 : -1.0f) );
_residual[index] = (skip[index]) ? 0.0f : _residual[index];
}
// d = r
index = _slabSize + _xRes + 1;
@@ -314,6 +478,6 @@ void FLUID_3D::solveHeat(float* field, float* b, unsigned char* skip)
// i = i + 1
i++;
}
cout << i << " iterations converged to " << maxR << endl;
// cout << i << " iterations converged to " << maxR << endl;
}