Hi David,

It's a bit weird, I checked and I almost did not change anything. I did 
comment out line 120~122 (because in your json file you don't have rolling 
friction defined), but I tested adding them back and it affected nothing, I 
can still run it. Are you running it with your original mesh? If so can you 
have a try with the mesh I attached in a earlier post let me know if it 
helps? If it does not help, we can go from there; however I'd be very 
confused at that point.

Thank you,
Ruochun

On Monday, May 16, 2022 at 2:43:17 PM UTC-5 [email protected] wrote:

> Hi Ruochun,
>
> Sorry, I had made some changes to my script. I redownloaded the original 
> scripts I provided here earlier, and rebuilt chrono with the feature/gpu 
> branch from a fresh repo clone with the touched by sphere change. After 
> doing all of this and running the exact same script that I had uploaded 
> originally, I now got a “negative local pod in SD” error around frame 90. 
> This is a bit strange since you had managed to run that script 
> successfully, and everything was a clean install with the same script that 
> I uploaded, so it should’ve had the same outcome as your run. Did you make 
> any changes to the script/json? 
>
> On Monday, May 16, 2022 at 12:29:58 PM UTC-6 Ruochun Zhang wrote:
>
>> Hi David,
>>
>> Oh sorry before you do that, could you try this: I assume you cloned 
>> Chrono and built from source. Then can you checkout the *feature/gpu* 
>> branch first, then apply the  MAX_SPHERES_TOUCHED_BY_SPHERE change, and 
>> then build and try again with the script you failed to run initially? I did 
>> apply a bug fix in *feature/gpu* branch and it is probably not in 
>> *develop* branch yet, and I hope to rule out the possibility that this 
>> bug was hurting you.
>>
>> Thank you,
>> Ruochun
>>
>> On Monday, May 16, 2022 at 1:23:06 PM UTC-5 Ruochun Zhang wrote:
>>
>>> Hi David,
>>>
>>> I am pretty sure that script worked for me until reaching a steady 
>>> state, like in the picture attached. One thing is that I'd be quite 
>>> surprised if MAX_SPHERES_TOUCHED_BY_SPHERE = 200 and the kernels did not 
>>> fail to compile... I'd say something like 32 is the maximum that you should 
>>> assign it. Maybe you should try something like 30 to see if it works. But 
>>> if it still gives the same error, we have to have a look at the script. Is 
>>> it still the same script you attached?
>>>
>>> Changing particle sizes has large impact on the physics and, "contacts 
>>> over limit" problem can happen naturally (like in your first question), or 
>>> happen as a result of non-physical behavior in the simulation, which is 
>>> often related to improper sim parameters wrt the sphere radius. So it's 
>>> hard to say without context. One thing you should do is of course, 
>>> visualize simulation results before the crash and see if there is something 
>>> non-physical.
>>>
>>> Thank you,
>>> Ruochun
>>>
>>> On Monday, May 16, 2022 at 10:41:03 AM UTC-5 [email protected] wrote:
>>>
>>>> Actually, it looks like the particle source still isn’t working, even 
>>>> when increasing the MAX_SPHERES_TOUCHED_BY_SPHERE up to 200. The 
>>>> simulation 
>>>> will run for longer, but still fail with the same contact pairs error. 
>>>> Interestingly, it seems like it will fail sooner if I made the particle 
>>>> source radius smaller (fails after 627 pebbles added (step 34) when the 
>>>> source radius is 0.26 and fails after 31499 pebbles added (step 85) when 
>>>> the source radius is 1.1.). Do I still just need to increase the number 
>>>> further or is this a different issue?
>>>>
>>>> Thanks!
>>>> David
>>>> On Monday, May 16, 2022 at 8:55:47 AM UTC-6 David Reger wrote:
>>>>
>>>>> Hi Ruochun,
>>>>>
>>>>> Thanks for the help, it seems to be working now! I was able to get the 
>>>>> particle relocation working as well.
>>>>>
>>>>> I am interested in the new solver. Let me know when a release/test 
>>>>> build is available for it, I’d like to try it out to see if it’s faster 
>>>>> for 
>>>>> these applications. 
>>>>>
>>>>> Thanks!
>>>>> David
>>>>>
>>>>> On Friday, May 13, 2022 at 3:43:36 PM UTC-6 Ruochun Zhang wrote:
>>>>>
>>>>>> Hi David,
>>>>>>
>>>>>> This issue is a weakness in the default assumption we made that a 
>>>>>> sphere can have at most 12 contacts. This assumption is made to save GPU 
>>>>>> memory and to help identify some large-penetration problems in 
>>>>>> simulation 
>>>>>> which is typical with insufficient time step size. This assumption is 
>>>>>> fine 
>>>>>> with near-rigid spherical contacts, but problematic when meshes are 
>>>>>> involved (each mesh facet in contact with a sphere eats up one slot as 
>>>>>> well). Imagine a sphere sitting on the tip of a needle made of mesh, it 
>>>>>> could have contacts with tens of mesh facets, and we haven't counted the 
>>>>>> sphere neighbors it can potentially have.
>>>>>>
>>>>>> The fix is easy, please go to the file *ChGpuDefines.h* (in 
>>>>>> chrono\src\chrono_gpu), and replace
>>>>>> *#define MAX_SPHERES_TOUCHED_BY_SPHERE 12*
>>>>>> by
>>>>>> *#define MAX_SPHERES_TOUCHED_BY_SPHERE 20*
>>>>>> or some even larger number if you need it. Rebuild it and your script 
>>>>>> should run fine. Note the error messages are hard-coded to say 12 is not 
>>>>>> enough if  *MAX_SPHERES_TOUCHED_BY_SPHERE* is exceeded, so if 20 is 
>>>>>> not enough and you need even more, just change it and do not let the 
>>>>>> error 
>>>>>> messages confuse you.
>>>>>>
>>>>>> Another thing is that it is better to use meshes with relatively 
>>>>>> uniform triangle sizes. I attached a rebuilt mesh based on your original 
>>>>>> one. It's optional and does not seem to affect this simulation, but it's 
>>>>>> a 
>>>>>> good practice.
>>>>>>
>>>>>> To answer your other questions: Unfortunately C::GPU does not 
>>>>>> currently have an *efficient* way of streaming particles into the 
>>>>>> system. The method you are using (re-initialization) is probably what I 
>>>>>> would do too if I have to. With a problem size similar to yours, it 
>>>>>> should 
>>>>>> be fine. And C::GPU does not have an official API that enforces manual 
>>>>>> particle position changes. However this should be fairly straightforward 
>>>>>> to 
>>>>>> implement. The naive approach is of course, do it on the host side with 
>>>>>> a 
>>>>>> for loop. If you care about efficiency, then we should instead add one 
>>>>>> custom GPU kernel call at the end of each iteration, that scans the z 
>>>>>> coordinates of all particles, and add an offset to them if they are 
>>>>>> below a 
>>>>>> certain value. It would be nice if you can tailor it to your needs, but 
>>>>>> if 
>>>>>> you need help implementing this custom kernel you can let us know (it 
>>>>>> may 
>>>>>> be good to add it as a permanent feature).
>>>>>>
>>>>>> Lastly, I don't know if you are interested or not but in the new 
>>>>>> generation of DEM simulator that we are currently developing, apart from 
>>>>>> supporting non-trivial particle geometries, there will be *efficient* 
>>>>>> ways to do both things (sleeper and active entities; periodic boundary 
>>>>>> with 
>>>>>> no extra cost). It is not out yet, however.
>>>>>>
>>>>>> Thank you,
>>>>>> Ruochun
>>>>>>
>>>>>> On Thursday, May 12, 2022 at 10:47:27 PM UTC-5 [email protected] 
>>>>>> wrote:
>>>>>>
>>>>>>> Hello,
>>>>>>>
>>>>>>> I have been working on trying to use the GPU module in project 
>>>>>>> chrono to fill a vessel with spherical particles. I have been able to 
>>>>>>> successfully do so by using the method in the demos of generating 
>>>>>>> particle 
>>>>>>> sheets and allowing them to settle in the vessel. I have recently, 
>>>>>>> however, 
>>>>>>> been attempting to fill the vessel with a "particle source" method that 
>>>>>>> continuously streams particles into the domain until a certain number 
>>>>>>> of 
>>>>>>> particles is reached. I am unsure if this method is officially 
>>>>>>> supported 
>>>>>>> with the GPU module, and I am encountering crash that continuously 
>>>>>>> seems to 
>>>>>>> happen. I receive the error *No available contact pair slots for 
>>>>>>> body # and body # *after the simulation has progressed. It seems to 
>>>>>>> occur sometime after the particles hit the bottom of the vessel. I have 
>>>>>>> tried reducing my timestep, reducing the "flow rate" of incoming 
>>>>>>> particles, 
>>>>>>> changing the height of the particle inflow, and altering some 
>>>>>>> stiffness/damping constants, but this error seems to always happen soon 
>>>>>>> after the particles make contact with the vessel. I have attached my 
>>>>>>> input 
>>>>>>> files, any help would be appreciated.
>>>>>>>
>>>>>>> An unrelated question, but does the GPU module support the changing 
>>>>>>> of particle positions during the simulation (i.e. taking all particles 
>>>>>>> below a certain z and moving them to the top to "recycle" them 
>>>>>>> continuously 
>>>>>>> during the simulation)?
>>>>>>>
>>>>>>> Thanks!
>>>>>>> David
>>>>>>>
>>>>>>>
>>>>>>>

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