DIY computational fluid dynamics for aerodynamics? Has anyone experimented with using consumer 3D software to do CFD-like aerodynamics simulations?
Specifically, I was thinking:

Setup the bike on a trainer (with rider)

Take a series photos, and plug them photos-&gt;3D model software (something like AgiSoft PhotoScan or such as any of these free applications)
This would hopefully give you a reasonable 3D model of the bike. Would likely require some cleanup, and possibly modelling of smaller elements if they are relevant (like spokes/chain)

Bring the model into a 3D package with a fluid solver (e.g SideFX's Houdini)

Simulate fluid (air) flowing around the bike model

Somehow extract useful numbers, measurements or possible position-adjustments from the simulation


With my limited knowledge of Houdini, I manage to make something kind of interesting looking, using it's fluid-solver's velocity visualiser:

What use could all this be? For example, could this method be used to:

see the impact various riding positions have on the flow of air (although I guess this is slightly hard to verify without a wind-tunnel)

you could theoretically estimate CdA by seeing how much the object is pushed by the fluid. This could be verified relatively easily with a power-meter, e.g with the Chung Method


Could there be any worthwhile insights gained from this? Could it be any more effective than the more elegant method of using a power-meter?
I think you could take this technique pretty far, but probably not all the way (at least usefully).

I see a lot of use for the first part of your plan: taking multiple pictures and reconstructing a 3D model. If you try this for multiple postures I think it should be possible to determine an optimal position for you on your bike based on just looking at the 2D area you take up perpendicular to your riding direction (through the cutout method described in the article about the chung method you linked). 

But this is where the use stops I fear. Some more insight might be gained by looking at the flow of air around your 3D model in something such as the fluid solver you link, but the accuracy is going to be too low to discern between different postures. When you go for that level of detail small things such as the ripples in your shirt or even the fabric of your shirt can have an impact, and the errors you made in the 3D reconstruction will be far larger than the differences you can make by slightly improving your posture on the bike even more than you did in the first step. Apart from this, I think that a fluid solver for movie effects is optimized for visuals first, not for scientific accuracy, so I'd be suspicious of any result it produces.

If you want to try the full fluid mechanics simulation thing you would have to use a 3D scanner or some other very accurate method to produce the 3D models of you on your bike, and then I'd still try and find an actual scientific fluid solver.