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Nils Berglund | A tide simulation with a more realistic lunar forcing @NilsBerglund | Uploaded October 2024 | Updated October 2024, 2 hours ago.
The simulation youtu.be/QYqjmapPKsc tried to reproduce tides on the Earth, but the lunar forcing was way too strong. In this variant, the lunar forcing has been reduced to about 40% of its value in the previous video, with a more realistic result.
The effect of the Moon is modeled here by a force acting on the water height, which is maximal at the part of Earth closest to the Moon and at its antipodal point. The motion of the water is modeled by a shallow water equation, taking the varying ocean depth into account.
The main difference between the nonlinear equation and the linear wave equation is that the wave speed becomes larger when the water is shallower, which can lead to build-up of the waves in coastal and other shallow regions. This causes problems in the simulation, because land masses can lead to blow-up of the solution. This problem is circumvented here by replacing the continents by a repelling force field, plus a dissipative term.
The shallow water equations are nonlinear equations, which give a better description of the motion of water than the linear wave equation. In particular, unlike the linear wave equation, they conserve the total volume of water. The linear equation gives an approximation of the solutions, when the wave height remains close to its average over space.
The equations used here include viscosity and dissipation, as described for instance in
en.wikipedia.org/wiki/Shallow_water_equations#Non-conservative_form , including the Coriolis force.
One difficulty is to model the wetting boundary, which separates regions that are under water and those which are not. This difficulty has been circumvented here by replacing the continents by a repulsive force field, directed downslope, instead of a sharp boundary.
The video has four parts, showing simulations at two different speeds and with two different visualizations:
Original speed, 3D: 0:00
Original speed, 2D: 1:13
Time lapse, 3D: 2:27
Time lapse, 2D: 2:46
The color hue and radial coordinate show the height of the water, on an exaggerated radial scale. The 2D parts use a projection in equirectangular coordinates. The longitude closest to the Moon is indicated by a vertical line in the 2D parts. In the 3D parts, the point of view is slowly rotating around the Earth in a circular orbit. In parts 3 and 4, the animation has been speeded up by a factor 4.
The velocity field is materialized by 2000 tracer particles that are advected by the flow. A modification compared to previous simulations is that the particles are "respawned" at random times, meaning that their location is changed randomly. This avoids the concentration of tracers seen in some previous simulations.

Render time: 3D parts - 2 hours 12 minutes
2D parts - 2 hour 46 minutes
Color scheme: Viridis by Nathaniel J. Smith, Stefan van der Walt and Eric Firing
github.com/BIDS/colormap

Music: "Boom Bap Flick" by Quincas Moreira@QuincasMoreira

See also
https://images.math.cnrs.fr/des-ondes-dans-mon-billard-partie-i/ for more explanations (in French) on a few previous simulations of wave equations.

The simulation solves the 2D shallow water equation by discretization (finite differences).

C code: github.com/nilsberglund-orleans/YouTube-simulations
https://www.idpoisson.fr/berglund/software.html
Many thanks to Marco Mancini and Julian Kauth for helping me to accelerate my code!

#shallowwater #waves #Earth #tsunami
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A tide simulation with a more realistic lunar forcing @NilsBerglund

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