Home▸Environmental & Atmospheric Kick Effects▸Wildfire Smoke Plume (2D) — Buoyant Stable-Fluids Simulation

Wildfire Smoke Plume (2D) — Buoyant Stable-Fluids Simulation

A real 2D stable-fluids (semi-Lagrangian Navier–Stokes) solver: buoyancy from a hot fire base drives a rising plume, an altitude-dependent wind profile bends and shears it, and the simulated rise is checked live against the Briggs (1975) plume-rise formula.

Environmental & Atmospheric Kick Effects2DModerate60 FPS📱 Mobile-adapted⇄ 3D version
2d-wildfire-smoke-plume ↗ Open standalone

This 2D companion trades the 3D version's orbiting particle plume for a real fluid solver you can read the mechanics of directly: a coarse velocity/density/temperature grid runs a Jos Stam-style stable-fluids step — add source, buoyancy force, viscous diffusion, divergence-free pressure projection, semi-Lagrangian advection, project again — every frame. A fire-intensity slider controls the heat and smoke injected at the base, a wind-speed and wind-shear pair drive an altitude-dependent boundary-layer wind profile that bends the plume over as it climbs, and a viscosity/mixing slider and a grid-resolution control let you trade turbulent detail for a cleaner or coarser flow. The live readout cross-checks the simulated plume-top height against the Briggs (1975) buoyant bent-over plume-rise formula, so the numbers on screen are a physics sanity check, not decoration.

⚙ Under the hood

A 2D semi-Lagrangian stable-fluids solver (velocity, density and temperature fields) drives a buoyancy-powered wildfire smoke plume, with an altitude-dependent wind-shear profile bending the rise and a live Briggs (1975) plume-rise cross-check.

smoke plumestable fluidsnavier-stokesbuoyancywind shearbriggs plume rise

2D · HTML5 Canvas 2D · 60 FPS target · runs fully client-side, no install

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