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 09:33:53 EDT (-0400)
  Re: Flood of Blood (1.24 mb)  
From: Trevor Quayle
Date: 17 Oct 2001 14:27:34
Message: <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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