- #1
Ryder Rude
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- TL;DR Summary
- I'm trying to have a simple english derivation of the Lorentz transformation. I'm trying to first get the transformations consistent with the principle of relativity (along with isotropy of space, homogeneity of spacetime, etc), and then rule out Gallilean transformation and rotations based on experimental evidence (existence of an invariant speed)
This approach is seeming intuitive to me as I can visualize what's going on at each step and there's not much complex math. But I'm not sure if I'm on the right track or if I'm making some mistakes. Here it is:
##A## has set up a space-time co-ordinate system with some arbitrary event along his world-line as the origin. He assigns ##(t,x)## as the co-ordinates of the events around him. ##A## observes ##B## to be traveling at velocity ##+v##. ##B## passes ##A## at the origin in ##A's## co-ordinates.
We need to find ##(t',x')## co-ordinates from ##B's## point of view, assuming he also sets up the same event as the origin as ##A## does (the event lies on both their worldlines)
Since all inertial frames are equivalent, ##B## must observe ##A## as moving with ##-v## speed.
If ##A'## worldline has co-ordinates ##(t, 0)## in ##A's## view, then the same worldline should be ##(t,-vt)## in ##B's## view, assuming absolute time (we keep the ##t## co-ordinate unchanged)
If we drop absolute time as a requirement, then ##(t,0)## from ##A's## frame can transform to ##(\gamma t, -\gamma v t)## in ##B's## frame. This is so the speed of ##-v## is still preserved. ##\gamma## is the stretching/squeezing factor and it should only depend on ##v## (because time is homogenous, so the stretching should be by a constant factor).
Now we know that ##(t,0)## from ##A's## view transforms to ##(\gamma t, -\gamma vt)## in ##B's## view. By symmetry, ##(t,0)## from ##B's## view transforms to ##(\gamma t, \gamma vt)## in ##A's## view.
So the transformation from ##A's## frame to ##B's## frame transforms points of the form ##(\gamma t, \gamma vt)## to ##(t,0)##, and points of the form ##(t,0)## to ##(\gamma t, -\gamma vt)##.
Now we look at a frame ##C## at rest relative to ##A##. Its worldline is a verticle line in ##A's## frame parallel to the ##t## axis. Assuming the distance between ##A## and ##C## is ##d## in ##A's## frame, ##B## passes ##C## at the co-ordinate ##(\frac{d}{v}, d)## in ##A's## frame. Since this point lies on ##B's## worldline, it transforms to ##(\frac{d}{\gamma v}, 0)## in ##B's## frame.
This is where the intersection point of ##B's## and ##C's## worldlines gets transformed to. About the rest of the points on ##C'## worldline, if we shift the origin of ##B## to be the intersection point ##(\frac{d}{v}, d)##, the situation of transforming ##C's## worldline to ##B's## frame is identical to the one where where we transformed ##A's## worldline to ##B'## frame.
So after transformation, the intersection point transforms to ##(\frac{d}{\gamma v},0)## and the rest of the points on ##C's## worldline transform to the line having the slope ##-v## containing the intersection point, and having the same stretching of ##\gamma## from the intersection point (same stretching as in the transformed version of ##A's## worldline, as ##C## is also moving at ##-v## relative to ##B##, just like ##A##)
So now we have the method to transform all the vertical lines (and hence every point) in ##A's## frame to ##B's## frame. Depending on the ##\gamma (v)## function, the transformation should be unique.
I don't know how to get the ##\gamma (v)## function, but is the rest of my above thinking correct or are there any holes in this? If there are issues, how can I fix this? I think ##\gamma(v)<1## should correspond to rotations, ##=1## to Gallilean transformation and ##>1## to Lorentz transformation.
##A## has set up a space-time co-ordinate system with some arbitrary event along his world-line as the origin. He assigns ##(t,x)## as the co-ordinates of the events around him. ##A## observes ##B## to be traveling at velocity ##+v##. ##B## passes ##A## at the origin in ##A's## co-ordinates.
We need to find ##(t',x')## co-ordinates from ##B's## point of view, assuming he also sets up the same event as the origin as ##A## does (the event lies on both their worldlines)
Since all inertial frames are equivalent, ##B## must observe ##A## as moving with ##-v## speed.
If ##A'## worldline has co-ordinates ##(t, 0)## in ##A's## view, then the same worldline should be ##(t,-vt)## in ##B's## view, assuming absolute time (we keep the ##t## co-ordinate unchanged)
If we drop absolute time as a requirement, then ##(t,0)## from ##A's## frame can transform to ##(\gamma t, -\gamma v t)## in ##B's## frame. This is so the speed of ##-v## is still preserved. ##\gamma## is the stretching/squeezing factor and it should only depend on ##v## (because time is homogenous, so the stretching should be by a constant factor).
Now we know that ##(t,0)## from ##A's## view transforms to ##(\gamma t, -\gamma vt)## in ##B's## view. By symmetry, ##(t,0)## from ##B's## view transforms to ##(\gamma t, \gamma vt)## in ##A's## view.
So the transformation from ##A's## frame to ##B's## frame transforms points of the form ##(\gamma t, \gamma vt)## to ##(t,0)##, and points of the form ##(t,0)## to ##(\gamma t, -\gamma vt)##.
Now we look at a frame ##C## at rest relative to ##A##. Its worldline is a verticle line in ##A's## frame parallel to the ##t## axis. Assuming the distance between ##A## and ##C## is ##d## in ##A's## frame, ##B## passes ##C## at the co-ordinate ##(\frac{d}{v}, d)## in ##A's## frame. Since this point lies on ##B's## worldline, it transforms to ##(\frac{d}{\gamma v}, 0)## in ##B's## frame.
This is where the intersection point of ##B's## and ##C's## worldlines gets transformed to. About the rest of the points on ##C'## worldline, if we shift the origin of ##B## to be the intersection point ##(\frac{d}{v}, d)##, the situation of transforming ##C's## worldline to ##B's## frame is identical to the one where where we transformed ##A's## worldline to ##B'## frame.
So after transformation, the intersection point transforms to ##(\frac{d}{\gamma v},0)## and the rest of the points on ##C's## worldline transform to the line having the slope ##-v## containing the intersection point, and having the same stretching of ##\gamma## from the intersection point (same stretching as in the transformed version of ##A's## worldline, as ##C## is also moving at ##-v## relative to ##B##, just like ##A##)
So now we have the method to transform all the vertical lines (and hence every point) in ##A's## frame to ##B's## frame. Depending on the ##\gamma (v)## function, the transformation should be unique.
I don't know how to get the ##\gamma (v)## function, but is the rest of my above thinking correct or are there any holes in this? If there are issues, how can I fix this? I think ##\gamma(v)<1## should correspond to rotations, ##=1## to Gallilean transformation and ##>1## to Lorentz transformation.
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