2022
DOI: 10.3390/computation10020021
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Analytic Solution to the Piecewise Linear Interface Construction Problem and Its Application in Curvature Calculation for Volume-of-Fluid Simulation Codes

Abstract: The plane–cube intersection problem has been discussed in the literature since 1984 and iterative solutions to it have been used as part of piecewise linear interface construction (PLIC) in computational fluid dynamics simulation codes ever since. In many cases, PLIC is the bottleneck of these simulations regarding computing time, so a faster analytic solution to the plane–cube intersection would greatly reduce the computing time for such simulations. We derive an analytic solution for all intersection cases a… Show more

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Cited by 11 publications
(11 citation statements)
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“…This offers a large benefit, most prominently on FP16 accuracy, by substantially reducing numerical loss of significance at no additional computational cost. Since it is also beneficial for regular FP32 accuracy, it is already widely used in LBM codes such as our FluidX3D [6][7][8][9][10][11][12], OpenLB [68][69][70][71], ESPResSo [24][25][26], Palabos [72][73][74][75][76], and some versions of waLBerla [53]. In Appendix A 2, we provide the entire algorithm without and with DDF-shifting for comparison and in Appendix A 3 we clarify our notation.…”
Section: B Ddf-shiftingmentioning
confidence: 99%
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“…This offers a large benefit, most prominently on FP16 accuracy, by substantially reducing numerical loss of significance at no additional computational cost. Since it is also beneficial for regular FP32 accuracy, it is already widely used in LBM codes such as our FluidX3D [6][7][8][9][10][11][12], OpenLB [68][69][70][71], ESPResSo [24][25][26], Palabos [72][73][74][75][76], and some versions of waLBerla [53]. In Appendix A 2, we provide the entire algorithm without and with DDF-shifting for comparison and in Appendix A 3 we clarify our notation.…”
Section: B Ddf-shiftingmentioning
confidence: 99%
“…While most LBM implementations are limited to one particular hardware platform-either CPUs [67][68][69][70][71][72][73][74][75][76][77][78][79], Nvidia FP64/FP64 q 16 q 17 q FP64/FP32 q 8 q 9 q FP32/FP32 q 8 q 9 q FP32/16-bit q 4 q 5 q GPUs , CPUs and Nvidia GPUs [18][19][20][21][22][23][24][25][26][27][28][29] or mobile SoCs [122,123]-only few use OpenCL [5][6][7][8][9][10][11][12][13][14][15][16][17]. With FluidX3D also being implemented in OpenCL, we are able to benchmark our code across a large variety of hardware, from the world's fastest data-center GPUs over gaming GPUs and CPUs to even the GPUs of mobile phone ARM SoCs.…”
Section: Memory and Performance Comparisonmentioning
confidence: 99%
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