POV-Ray : Newsgroups : povray.binaries.animations : Re: Flood of Blood (1.24 mb) : Re: Flood of Blood (1.24 mb) Server Time
20 Jul 2024 09:25:46 EDT (-0400)
  Re: Flood of Blood (1.24 mb)  
From: Trevor Quayle
Date: 17 Oct 2001 14:35:11
Message: <3bcdcf5f$1@news.povray.org>
Yes, but it would also prevent the particles from forming into cubes which
fall apart from each other.  You would get cohesion within each spatial
cube, but not between each cube.

-tgq


"JRG" <jrg### [at] hotmailcom> wrote in message
news:3bcdce4f$1@news.povray.org...
> Right. But I think this would slow things down...
>
> --
> Jonathan.
> "Trevor Quayle" <Tin### [at] hotmailcom> ha scritto nel messaggio
> news:3bcdcd96$1@news.povray.org...
> > 3^3 -1 (cubes that share faces, edges and corners)
> >
> > -tgq
> >
> >
> > "JRG" <jrg### [at] hotmailcom> wrote in message
> > news:3bcdcbde@news.povray.org...
> > > 26?
> > >
> > > --
> > > Jonathan.
> > > "Trevor Quayle" <Tin### [at] hotmailcom> ha scritto nel messaggio
> > > news:3bcdc957$1@news.povray.org...
> > > > Actually you should check the 26 cubes immediately surrounding the
> cube
> > in
> > > > question as well, otherwise particles at the very edge of one cube
> > > wouldn't
> > > > be influenced by particles at the very edge of the next cube
> > > >
> > > > -tgq
> > > >
> > > >
> > > > "Chris Jeppesen" <chr### [at] digiquillcom> wrote in message
> > > > news:3bcdc15c$1@news.povray.org...
> > > > > Well, the basic alogrithm is to find the closest neighboring
> particle,
> > > and
> > > > > if it is within a certain distance, generate a force towards this
> > > nearest
> > > > > neighbor. The slow O(N^2) part is finding the nearest particle.
> > > > >
> > > > > What if you chopped up the space into cubes, and only looked for a
> > > nearest
> > > > > neighbor in the same cube? I assume that somewhere deep down in
your
> > > > > simulation is a 1-dimensional array representing the particles.
> > > > >
> > > > > Suppose you divided the space into 10x10x10 cubes, and had a
> > > 4-dimensional
> > > > > array Neighbors[10][10][10][N_PARTICLES]. When the physics loop
> > starts,
> > > > the
> > > > > array is cleared. When each particle position is updated,
calculate
> > > which
> > > > > cube it belongs in, say <4,5,6> and write that into
> > Neighbors[4][5][6].
> > > > Now
> > > > > when it comes time to calculate, for each particle only check for
> its
> > > > > nearest neighbor in the same neighbor cube. This could reduce time
> to
> > > > > O(1000*(N/1000)^2).
> > > > >
> > > >
> > > >
> > > >
> > >
> > >
> >
> >
>
>


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