Ocean Cleanup Boom: Windage & Debris Capture
Interactive 3D simulation of a passive drifting ocean-cleanup boom: watch a U-shaped barrier overtake floating debris through differential windage drift, funnel it toward a retention net, and let sub-mesh microplastics slip underneath.
Passive ocean-plastic collection systems don't trawl the water — they drift. A U-shaped boom, towed slowly between two vessels (or anchored across a current), moves just fast enough to overtake floating debris, whose own drift is a mix of ocean current and wind-driven "windage" that depends on how much of the object sticks out above the waterline. This simulation runs that mechanism directly: adjust tow speed, boom span, wind strength and the boom's mesh gap, and watch how each one shifts the balance between debris herded into the retention net at the apex and debris that slips underneath or outruns the boom entirely — the same trade-offs that govern real barrier-based cleanup efficiency.
Simulate a passive U-shaped ocean-cleanup boom that overtakes floating plastic through differential windage drift, funneling debris toward a retention net while sub-mesh microplastics slip underneath.
3D · Three.js / WebGL renderer · 60 FPS target · runs fully client-side, no install