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PPIV is a parallel software application used in Particle Image Velocimetry (PIV) analysis. The software will compute the vector field for one image pair or multiple image pairs. PPIV can run on a single desktop machine or in a cluster environment.

5.0
 
  0 reviews  |  1 user  |  2,536 lines of code  |  0 current contributors  |  Analyzed 2 days ago
 
 

Open source steam property routines for C/C++. Implements the IAPWS-IF97 and IAPWS-95 steam tables from the International Association for the Properties of Water and Steam. Includes two-way property solvers and test suite. Can be used from C/C++, Python, LabView and ASCEND.

4.0
   
  0 reviews  |  1 user  |  16,203 lines of code  |  1 current contributor  |  Analyzed 8 days ago
 
 

Flow123d is a simulator of undeground water flow and transport in fractured porous media.

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  0 reviews  |  1 user  |  1,173,906 lines of code  |  8 current contributors  |  Analyzed 7 days ago
 
 
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High performance library of mathematical functions and algorithms

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  0 reviews  |  1 user  |  48,945 lines of code  |  3 current contributors  |  Analyzed 5 days ago
 
 

MADNESS provides a high-level environment for the solution of integral and differential equations in many dimensions using adaptive, fast methods with guaranteed precision based on multi-resolution analysis and novel separated representations. There are three main components to MADNESS. At the ... [More] lowest level is a new petascale parallel programming environment that increases programmer productivity and code performance/scalability while maintaining backward compatibility with current programming tools such as MPI and Global Arrays. The numerical capabilities built upon the parallel tools provide a high-level environment for composing and solving numerical problems in many (1-6+) dimensions. Finally, built upon the numerical tools are new applications with initial focus upon chemistry, atomic and molecular physics, material science, and nuclear structure. Please look in the wiki for more information and project activity. Getting the sourceAnonymous, read-only source checkout: svn checkout http://m-a-d-n-e-s-s.googlecode.com/svn/local/trunk m-a-d-n-e-s-s-read-onlyDevelopers, please see the wiki Subversion page for instructions. Underneath the hoodIf you would like a glimpse at what's going on under the hood have a look at this call graph generated using the Google perftools. It nicely shows how work is funneled through the task-queue and how about 50% of the time is spent in the optimized matrix routines. The calculation computed the energy and gradient for di-nitrogen using the local density approximation on a two-core Thinkpad x61t. FundingThe developers gratefully acknowledge the support of the Department of Energy, Office of Science, Office of Basic Energy Sciences and Office of Advanced Scientific Computing Research, under contract DE-AC05-00OR22725 with Oak Ridge National Laboratory. The developers gratefully acknowledge the support of the National Science Foundation under grant 0509410 to the University of Tennessee in collaboration with The Ohio State University (P. Sadayappan). The MADNESS parallel runtime and parallel tree-algorithms include concepts and software developed under this project. The developers gratefully acknowledge the support of the National Science Foundation under grant NSF OCI-0904972 to the University of Tennessee. The solid state physics and multiconfiguration SCF capabilities are being developed by this project. The developers gratefully acknowledge the support of the Defense Advanced Research Projects Agency (DARPA) under subcontract from Argonne National Laboratory as part of the High-Productivity Computer Systems (HPCS) language evaluation project. [Less]

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  0 reviews  |  1 user  |  223,646 lines of code  |  13 current contributors  |  Analyzed 8 days ago
 
 

Pending for now!

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  0 reviews  |  0 users  |  8,577 lines of code  |  0 current contributors  |  Analyzed about 2 years ago
 
 

Abstract Integration of collision and graphics layers at sub-entity level Motivation One of the most astonishing features shown in Crysis is the tight integration of the collision and graphics layers. This can be seen in the way plants bend when the character passes through them, or the ... [More] sensation of a completely interactive world where everything can be touched, bent, broken, shot or utterly destroyed. There is a sense that any level of world subdivision (tree, branch, leaf) that is convenient for collision/physics modeling can be mapped into a convenient graphics structure realistically showing the results of that simulation. The implementation of how collision is mapped into renderable graphics in most current game technology makes it almost impossible to think of achieving such close interdependence between both layers, due to both performance and most importantly, the wrong design in the interface of both systems: the collision layer is a black box accessible only as one-piece entities, no matter how many geometries it contains; and typical scene graphs lack both the capability to dynamically tweak the inner hierarchical structure of a pre-defined graphical construct, except internally (purely graphic animation). This is why ragdoll-character integration is so difficult to achieve, and why something that looks as simple and obvious as colliding particles looks as such an advanced feature. This project tries to prove wrong the idea that graphics and collision layers are only capable of interaction at the entity (global transform) level. I will develop a basic framework for both collision/physics simulation and graphics that allows both a physics-controlled structure arbitrarily map itself correctly into its graphics representation. This interaction can be applied at several levels: · Map rigid-body physics to a rigid, hierarchical graphic transform · Map hierarchical, joint-based collision structures to deformable, skinned meshes · Map arbitrary damage or destruction effects into its graphic visualization: bending, bumping, crushing, breaking or plain blowing the object to smithereens. · Map arbitrary deformation of a solid mesh into a graphic mesh at vertex level (eg. cloth animation) · Map arbitrary fluid deformation and dynamics into a graphic fluid volume With this project I plan to devise an alternate representation for hierarchical graphics, and a flexible interface for modifying the internals of such a structure, as well as the internals of defining a collision layer. [Less]

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  0 reviews  |  0 users  |  9,161 lines of code  |  0 current contributors  |  Analyzed 3 days ago
 
 

Entonetics is an advanced 2D artillery combat game, with an insect theme. It features: destructible and falling terrain. high fidelity physics fluids easy to mod / scripted weapons 'Bullet Time' style evasion of attacks

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  0 reviews  |  0 users  |  256,451 lines of code  |  0 current contributors  |  Analyzed 6 days ago
 
 

Magneticle uses the Biot-Savart law to render a 3D particle simulation of the magnetic field surrounding a current-carrying wire modeled as an arbitrary space curve.

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  0 reviews  |  0 users  |  2,170 lines of code  |  0 current contributors  |  Analyzed about 8 hours ago
 
 

PIPED is a Matlab/C numerical program for nanometer scale opto-electronic devices. It is a finite difference time-domain (FDTD) method modified with an explicit time-domain electron transport model. PIPED is distributed freely under a BSD license http://www.opensource.org/licenses/bsd-license.php ... [More] , and all contributions to the project are welcomed. 0.1c releaseThis is a minor upgrade to the previous release. It includes a implementation for simulating plane wave propagation in optical structures. This was achieved by applying periodic boundary condition. I found out this method is actually faster than the traditional total-field / scattered-field (TF/SF) approach, at least for what I am doing. If you have any comments on that, I am interested to know. The program core is also rewritten in Fortran. A performance improvement of 4-8 can be easily achieved. After I dig more into Intel Fortran compiler performance tuning, I expect to see even better speed. This work is a preparation of MPI parallelization. I am currently comparing Matlab distributed computing engine with native MPI coding. Of course, this change comes with a limitation - you need to install a capable Fortran compiler on your system. 0.1b releaseThe first beta release showcases a two-dimensional (2-D) FDTD program. It currently implements the Drude model of free electrons for metallic matierals, which means that the electron transport is not explicitly modeled. This is, however, the popular approach for simulating surface plasmon polariton photonic device using FDTD. It will be used to benchmarking future algorithms. The main program is OmegaWise.m, which takes an optional "file name" variable describing the simulation configuration. If missing, the program will use the default OmegaWise.xml. The xml file is almost self-explanatory. When I have more time , I will make a xsl and write up the documentation. At this moment, the format is very immature. Future incompatible changes are very likely. In the Examples folder, it demos a simple total internal reflection from Si layer to air. Another example shows the oblique incident at 600 nm wavelength on a glass-(30nm)Au-air tri-layer slab. The surface plasmon resonance significantly reduces the reflected power. Notice that, Incidence is not plane wave. The conventional TF/SF method needs to be modified to handle dispersive medium. The surface plasmon resonance is very sensitive to the dielectric constant fit from the experimental measurement of Au. Unlike the frequency method, the dispersion plays a significant role even for single-frequency simulation. The calculation is going to make your computer very hot for a few minutes. Running on laptop is discouraged. [Less]

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  0 reviews  |  0 users  |  28,631 lines of code  |  0 current contributors  |  Analyzed about 2 years ago
 
 
 
 

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