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I have also posted this question in comp.graphics.algorithms, but i thourght this forum might be better Im trying to implement 3D edition of Jos Stam's "Real-Time fluid dynamics for games" 2D example. In this paper it is described that mass conservation can be achieved by using the Hodge decomposition. Something about saying that "every velocity field is the sum of a mass conserving field and a gradient field". Anyways I need to find that gradient field so I can substract it from my velocity field and thereby conserve mass. (when I conserve mass, I should get the fluid like vortices.) It is further mentioned that the computing gradient field is equivalent to computing a height field. At least in 2D. But how do I approach the problem in 3D? I can imagine how to approach the problem in 2D. Just find the slope along the 2 axis. But in 3d???
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