In a recent paper, Tacher and co-workers proposed an interesting numerical
technique to generate granular porous media. Ln this contribution, we prese
nt a similar procedure based on a sedimentation algorithm, that is able to
overcome some of the difficulties present in the former technique. These ar
e: (a) the impossibility to choose a priori a grading curve for the generat
ed medium while retaining a realistic stacking where each grain is connecte
d to at least three of its neighbours, and, (b) the random pattern of the g
rains in the porous medium, arising from their location inside the remainin
g void space of a box according to an arbitrary space filling criterion. We
propose to generate three-dimensional granular media by simulating the dep
osition of spherical grains in a viscous fluid. We argue that the resulting
chaotic grain pattern, by reflecting the actual generation process of sedi
mentary aggregates more closely, provides a better image of the complex top
ology of natural granular porous media. Although the generated medium is ma
de up of spheres, it can be transformed, by changing the geometry of the gr
ains through suitable domain mappings. The resulting three-dimensional poro
us media provide a realistic boundary for the numerical solution of lineari
zed Navier-Stokes equations.