## Structured Grids
- simpler to program → efficient solvers
- neighbor connectivity
- regular solver
- can only be used for simple geometries
### H-Grid
- Can be mapped into a rectangle
### O-Grid
- One cooredinate line wraps around (endless)
- Artificial cut where grid numbering jumps
### C-Grid
### Block-Structured Grids
- Divide grid into subdivisions
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### Overlapping Grids
- Also known as "composite" or "Chimera" grids
## Unstructured Grids
Works for very complex geometries
Only used for finite volume and finite element
Triangles close to equilateral → midpoint rule works well
- Easily refined (structured grids require renumbering the whole grid)
- Aspect ratio is easily controlled
- Can be made "orthogonal"
Disadvanages:
- nodes locations and neighbor connections need to be specified explicitly
- Matrix to be solved is not regular, and the size of the band needs to be controlled by node ordering
### Advancing Front Method
- Tetrahedras are built progressively inward from the boundary
- Intersection checks ensure traignesl don't overlap
#### Delaunay Triangulation
Faster for 3D
## Velocity Vector Components
### Cartesian
- Good for collocated arrangements
### Grid-Oriented
- non-conservative terms appear
- centrifugal and coriolis forces
It's all just interpolation