Street Canyon Vortex & Pollutant Trapping
Interactive 3D street-canyon simulator: change the building height-to-width ratio to see the flow regime switch between isolated roughness, wake interference and skimming flow, and watch the mechanically-forced canyon vortex trap traffic pollutants against the leeward wall.
Real streets lined by buildings on both sides act as "urban canyons" — and the ratio of building height to street width (H/W) decides whether traffic pollution gets flushed away or trapped at head height. This simulation solves the mechanically-forced canyon vortex that forms when wind blows across the roofline, drives it from Oke's classic isolated-roughness / wake-interference / skimming-flow regime classification, and releases a continuous stream of pollutant particles from a street-level traffic line source so you can watch them get swept toward the leeward wall and stack up there — while the windward wall, fed by the vortex's fresh descending air, stays comparatively clean. Drag the aspect-ratio slider from a wide boulevard to a narrow skyscraper canyon and watch the flow regime — and the leeward:windward pollution ratio — change in real time.
Change the height-to-width ratio of a street canyon to switch between isolated roughness, wake interference and skimming flow regimes, and watch the mechanically-forced canyon vortex sweep traffic pollutants toward the leeward wall while the windward wall stays comparatively clean.
3D · Three.js / WebGL renderer · 60 FPS target · runs fully client-side, no install