ProjectPhysX / ProjectPhysX/FluidX3D
Multi-GPU Particle Tracking & Immersed Boundary
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feature request
- Dominant language
- C++
- Stars
- 5.3k
- Forks
- 472
- PR merge metrics
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Description
- Why doesn’t FluidX3D support multi-GPU passive particle tracking? What’s the biggest technical roadblock here? (e.g., data transfer between GPUs? Syncing particle positions?)
- Any ideas for implementing multi-GPU support? Would splitting the domain across GPUs work?
Also, I’m trying to implement an immersed boundary method by adapting the existing Particle code. It has seemed to work.
Thanks in advance!
Regards,
Jason
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
The issue mentions adapting the existing Particle code but names no files, tests, or entry points. Start by locating that code and reviewing how GPU work is currently partitioned; a complete result would require an agreed design and implementation for multi-GPU particle tracking and the proposed immersed boundary method.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- distributed-systems, hpc
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 20/100