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We built the first GPU-accelerated metal casting solver. FastCast by Digital Metal does fill, solidification, porosity & distortion on a single NVIDIA GPU, 91× faster than an industry-leading $15k/yr solver with the same level of accuracy. Verified against real world results
18,898 Aufrufe • vor 20 Tagen •via X (Twitter)
20 Kommentare

Casting simulation before fastcast used to mean an overnight solve on a sequential CPU solver before you could even change one variable, killing iteration and manufacturing lead times. Not to mention its' eye-watering prices. FastCast by Digital Metal shortens solve time to an average of just 5 minutes for most parts & trees, making casting optimization an easy, and quick path- increasing iteration and reducing lead time for our customers.

One run, four answers. It shows how the metal fills the mould, what freezes last, where shrinkage porosity will form, and how the casting will warp once it cools. All from one upload.

Why it's fast: it was built for the GPU, not ported to it. Every stage runs on the same voxel grid in GPU memory, with no remeshing and no hand-off to the CPU between stages. A flanged hub in 17-4PH took 36 seconds on a laptop GPU, against 54 minutes on the industry leading reference solver.

FastCast is just one of the tools we've built from the ground up at Digital Metal to make casting move from 16 weeks in average lead time, down to days. We're making the solver playground public for anyone who'd like to try and benchmark. (Be warned there is a queue for cloud run GPUs)

badass

@zachglabman Sick!

Wild

🔥🔥🔥

91x faster? Wow

Sick!

@digitalmetalinc Nice work! I have been trying to build the same thing for the last few months tapping into a pair of 3090’s (very much an on and off again process)

@andrewdsouza take a look: Digital Metal’s FastCast casting solver for foundries. I can help them reach foundry teams evaluating simulation software.

Thats epic! Nice work

That’s impressive!

So elite

🔥

🔥🔥🔥

@zachglabman Awesome

cool

Is this something i could run locally?
