@NilsBerglund
  @NilsBerglund
Nils Berglund | Viewer request: Simulation of an asteroid impact off the coast of California @NilsBerglund | Uploaded October 2024 | Updated October 2024, 4 minutes ago.
This simulation has been requested by a viewer, who wanted to see the effect of an asteroid impact "500 km off the coast of Santa Monica". They didn't say why, maybe it's because their mother in law lives there, but since I have the code ready, I am happy to oblige.
The simulation is based on a shallow water equation. The model includes lunar forcing accounting for tides, and allows for some flooding of land areas. The vertical scale of both mountains and waves has been exaggerated.
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 initial state features velocities radiating outward from the impact point of the asteroid.
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:
Time lapse, 3D: 0:00
Time lapse, 2D: 0:14
Original speed, 3D: 0:29
Original speed, 2D: 1:26
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. In the 3D parts, the point of view is slowly rotating around the Earth in a plane containing its center. In parts 1 and 2, 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. The tracers are randomly "respawned", by moving them to a random new location at random times. This is to avoid that particles concentrate in some areas, as has happened on some previous simulations.

Render time: 3D parts - 2 hours 2 minutes
2D parts - 1 hour 50 minutes
Color scheme: Viridis by Nathaniel J. Smith, Stefan van der Walt and Eric Firing
github.com/BIDS/colormap

Music: "Frequency" by Silent Partner

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
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Viewer request: Simulation of an asteroid impact off the coast of California @NilsBerglund

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