……以及这些教程 https://icme.hpc.msstate.edu/mediawiki/index.php/LAMMPS_tuto... 另外,也可以看看《分子动力学模拟》(Molecular Dynamics Simulation,http://www.amazon.com/Molecular-Dynamics-Simulation-Elementa...)和《液体计算机模拟》(Computer Simulation of Liquids,http://www.amazon.com/Computer-Simulation-Liquids-M-Allen/dp...)
…and these tutorials https://icme.hpc.msstate.edu/mediawiki/index.php/LAMMPS_tuto... Also, check out Molecular Dynamics Simulation (http://www.amazon.com/Molecular-Dynamics-Simulation-Elementa...) and Computer Simulation of Liquids (http://www.amazon.com/Computer-Simulation-Liquids-M-Allen/dp...)
……计算上类似)。你可以考虑通读一遍《Numerical Recipes》,对物理学家来说这玩意儿差不多就是这领域的圣经,不过它是面向 CS 背景较弱的科研读者的。像 Allen 写的《液体计算机模拟》(Computer Simulation of Liquids)也是个不错的起步点。咱们得说清楚,我这里讲的方法更侧重物理上的正确性:如果你是个游戏设计师,流体模拟对不对其实没那么重要……
…computationally similar). You can consider reading through Numerical Recipes which is sort of the bible for this stuff for physicists, but it is aimed at scientific audiences with weak CS background. Something like Computer Simulation of Liquids by Allen could be a good start too. Let's be clear that the approach I'm talking about here is focused more on physical correctness: if you are a game designer it's not important that your fluid simulations…
……以及这些教程 https://icme.hpc.msstate.edu/mediawiki/index.php/LAMMPS_tuto... 另外,也可以看看《分子动力学模拟》(Molecular Dynamics Simulation,http://www.amazon.com/Molecular-Dynamics-Simulation-Elementa...)和《液体计算机模拟》(Computer Simulation of Liquids,http://www.amazon.com/Computer-Simulation-Liquids-M-Allen/dp...)
…and these tutorials https://icme.hpc.msstate.edu/mediawiki/index.php/LAMMPS_tuto... Also, check out Molecular Dynamics Simulation (http://www.amazon.com/Molecular-Dynamics-Simulation-Elementa...) and Computer Simulation of Liquids (http://www.amazon.com/Computer-Simulation-Liquids-M-Allen/dp...)
……计算上类似)。你可以考虑通读一遍《Numerical Recipes》,对物理学家来说这玩意儿差不多就是这领域的圣经,不过它是面向 CS 背景较弱的科研读者的。像 Allen 写的《液体计算机模拟》(Computer Simulation of Liquids)也是个不错的起步点。咱们得说清楚,我这里讲的方法更侧重物理上的正确性:如果你是个游戏设计师,流体模拟对不对其实没那么重要……
…computationally similar). You can consider reading through Numerical Recipes which is sort of the bible for this stuff for physicists, but it is aimed at scientific audiences with weak CS background. Something like Computer Simulation of Liquids by Allen could be a good start too. Let's be clear that the approach I'm talking about here is focused more on physical correctness: if you are a game designer it's not important that your fluid simulations…