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### #Actualjefferytitan

Posted 02 August 2012 - 06:06 PM

Thanks jouley. I am reading through the pages that you linked to.

I forgot to mention, if possible I'd prefer to stick to an grid-based approach because the situation I'm looking at is a house fire, so I want smoke to build up to saturation point. I assume that a particle-based approach would suffer from either lack of saturation due to particle lifetimes, or just massive slowdowns from increasing particle numbers. Additionally I want it to stay within boundaries, e.g. walls, ceilings, doors. I gather that some approaches handle that by simply zeroing out the impact of obstacle voxels.

Unfortunately the links that I looked at earlier are on another PC, so I'll get back to you on that one. My level of maths literacy at the moment is that I did vectors, calculus, etc over 10 years ago so I'm pretty rusty. I know how to do dot and cross product, I know how to multiply by a matrix (although things like inversion and diagonalisation are out of the question), my differentiation is okay, my integration is awful. ;)

### #1jefferytitan

Posted 02 August 2012 - 05:29 PM

Thanks jouley. I am reading through the pages that you linked to.

I forgot to mention, if possible I'd prefer to stick to an grid-based approach because the situation I'm looking at is a house fire, so I want smoke to build up to saturation point. I assume that a particle-based approach would suffer from either lack of saturation due to particle lifetimes, or just massive slowdowns from increasing particle numbers.

Unfortunately the links that I looked at earlier are on another PC, so I'll get back to you on that one. My level of maths literacy at the moment is that I did vectors, calculus, etc over 10 years ago so I'm pretty rusty. I know how to do dot and cross product, I know how to multiply by a matrix (although things like inversion and diagonalisation are out of the question), my differentiation is okay, my integration is awful. ;)

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