Nils Berglund | Refraction and reflection of a shock wave @NilsBerglund | Uploaded August 2024 | Updated October 2024, 1 minute ago.
This simulation has been suggested in a comment to a previous video. It shows the shock wave created by a source traveling faster than the wave speed in a medium. The wave encounters an interface to a different medium of relative refractive index 1.5 (the wave speed is 1.5 times slower in the lower part). As a result, part of the shock wave is refracted, changing its angle in the second medium, while part of it is reflected.
This video has six parts, showing the evolution with three different speeds of the source, and two different color gradients for each speed:
Speed 1, wave height: 0:00
Speed 1, averaged wave energy: 0:44
Speed 2, wave height: 1:36
Speed 2, averaged wave energy: 2:19
Speed 3, wave height: 3:12
Speed 3, averaged wave energy: 3:56
In parts 1, 3 and 5, the color hue depends on the height of the wave. In the other parts, it depends on the energy of the wave, averaged over a sliding time window. The contrast has been enhanced by a shading procedure, similar to the one I have used on videos of reaction-diffusion equations. The process is to compute the normal vector to a surface in 3D that would be obtained by using the third dimension to represent the field, and then to make the luminosity depend on the angle between the normal vector and a fixed direction.
Render time: Part 1 - 16 minutes 29 seconds
Part 2 - 16 minutes 13 secondsPart 3 - 16 minutes 15 seconds
Compression: crf 23
Color scheme: Part 1 - Viridis by Nathaniel J. Smith, Stefan van der Walt and Eric Firing
Part 2 - Inferno by Nathaniel J. Smith and Stefan van der Walt
github.com/BIDS/colormap
Music: "Eye Do" by Jeremy Blake@RedMeansRecording
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 wave equation by discretization. The algorithm is adapted from the paper hplgit.github.io/fdm-book/doc/pub/wave/pdf/wave-4print.pdf
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!
#wave #shock_wave #sonic_boom
This simulation has been suggested in a comment to a previous video. It shows the shock wave created by a source traveling faster than the wave speed in a medium. The wave encounters an interface to a different medium of relative refractive index 1.5 (the wave speed is 1.5 times slower in the lower part). As a result, part of the shock wave is refracted, changing its angle in the second medium, while part of it is reflected.
This video has six parts, showing the evolution with three different speeds of the source, and two different color gradients for each speed:
Speed 1, wave height: 0:00
Speed 1, averaged wave energy: 0:44
Speed 2, wave height: 1:36
Speed 2, averaged wave energy: 2:19
Speed 3, wave height: 3:12
Speed 3, averaged wave energy: 3:56
In parts 1, 3 and 5, the color hue depends on the height of the wave. In the other parts, it depends on the energy of the wave, averaged over a sliding time window. The contrast has been enhanced by a shading procedure, similar to the one I have used on videos of reaction-diffusion equations. The process is to compute the normal vector to a surface in 3D that would be obtained by using the third dimension to represent the field, and then to make the luminosity depend on the angle between the normal vector and a fixed direction.
Render time: Part 1 - 16 minutes 29 seconds
Part 2 - 16 minutes 13 secondsPart 3 - 16 minutes 15 seconds
Compression: crf 23
Color scheme: Part 1 - Viridis by Nathaniel J. Smith, Stefan van der Walt and Eric Firing
Part 2 - Inferno by Nathaniel J. Smith and Stefan van der Walt
github.com/BIDS/colormap
Music: "Eye Do" by Jeremy Blake@RedMeansRecording
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 wave equation by discretization. The algorithm is adapted from the paper hplgit.github.io/fdm-book/doc/pub/wave/pdf/wave-4print.pdf
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!
#wave #shock_wave #sonic_boom