How Does the Coefficient of Restitution Affect Velocity in Collisions?

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Discussion Overview

The discussion revolves around the effects of the coefficient of restitution on the velocity of objects during collisions, particularly in the context of programming a physics engine. Participants explore theoretical aspects of collisions, energy loss, and material properties, while considering practical implications for simulation accuracy.

Discussion Character

  • Exploratory
  • Technical explanation
  • Conceptual clarification
  • Debate/contested

Main Points Raised

  • One participant describes a scenario involving a box colliding with a wall and questions how to calculate the resulting velocity after impact.
  • Another participant clarifies that forces and velocities are conceptually different and cannot be directly subtracted or added, emphasizing that the outcome depends on energy conversion during the collision.
  • It is suggested that the speed after a collision can vary based on the materials involved, with some materials potentially resulting in a complete stop while others allow for a near-complete rebound.
  • A participant proposes using a fraction of the initial speed to determine the rebound speed, indicating that this fraction could be adjustable based on desired elasticity.
  • Another participant notes that the relationship between energy lost and initial kinetic energy may not be linear, although they acknowledge that a linear approximation could be a starting point.
  • One participant expresses interest in measuring real-life collisions to inform their simulation, highlighting the dependence of collision outcomes on material properties.
  • Another participant reinforces the idea that realism in simulations can be achieved by considering the coefficient of restitution and material characteristics.

Areas of Agreement / Disagreement

Participants generally agree on the importance of material properties in determining collision outcomes, but there are differing views on the nature of energy loss and the best approach to modeling these interactions in a simulation. The discussion remains unresolved regarding the specifics of how to implement these concepts in the programming context.

Contextual Notes

Participants acknowledge that measuring forces and energy loss in real-world scenarios can be complex and dependent on various factors, including material characteristics. The discussion does not resolve the mathematical relationships involved in these processes.

bpx95
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So, this isn't actually homework, but I figured since it is so low-leveled, it qualifies.

I am a programmer writing a little physics engine, just for fun. So this is all theoretical physics I guess. I have very little physics training above high school physics, so bare with me.

Basically, pretend there is a box flying towards a wall at a certain velocity. When it hits the wall, let's call the velocity it was at when it hit it, v. And since the wall is not moving, the velocity of impact would be v, correct? So, an equal and opposite force acts on the box. So I assumed I would just subtract its current velocity v by that force, also v. But then, that would zero out and it wouldn't bounce back. So, then I thought, well maybe its current velocity gets reset to 0, and THEN we subtract v, ending up with -v. But that seems too strong.. I mean, in real life, if you throw something at a wall, it doesn't bounce back at the velocity that it hit the wall (I tried just a few minutes ago to check).

So what happens to the velocity of an object as it hits another object?
 
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Welcome to Physics Forums :smile:

I have moved your question to the General Physics subforum since it is not homework, or a problem from a textbook.

bpx95 said:
So, this isn't actually homework, but I figured since it is so low-leveled, it qualifies.

I am a programmer writing a little physics engine, just for fun. So this is all theoretical physics I guess. I have very little physics training above high school physics, so bare with me.

Basically, pretend there is a box flying towards a wall at a certain velocity. When it hits the wall, let's call the velocity it was at when it hit it, v. And since the wall is not moving, the velocity of impact would be v, correct? So, an equal and opposite force acts on the box. So I assumed I would just subtract its current velocity v by that force, also v.
You seem to have a misconception about what forces are. They are conceptually different than velocity, and cannot be added to or subtracted from velocity. More to the point, the force does not "equal" the velocity v.

But then, that would zero out and it wouldn't bounce back. So, then I thought, well maybe its current velocity gets reset to 0, and THEN we subtract v, ending up with -v. But that seems too strong.. I mean, in real life, if you throw something at a wall, it doesn't bounce back at the velocity that it hit the wall (I tried just a few minutes ago to check).

So what happens to the velocity of an object as it hits another object?
It will bounce back (as you're aware already). If the other object is a lot more more massive and at rest, it will bounce back (as you're probably aware already). The speed it has after bouncing can be anything from zero up to the speed it initially had. Just what speed it has depends on how much of the original energy (in the form of kinetic energy) gets converted to heat and/or sound upon colliding. And that depends on the materials the object and wall are made of: a clay ball might stick to the wall (have zero speed after bouncing), whereas a highly elastic ball will bounce back with nearly the same speed it had before.

For a simple programming algorithm, you could just have the speed after the collision be some fraction of the initial speed, depending on how elastic you want the collision to be. Eg., perhaps make it bounce back at 80% of the speed it had initially. You would set that percentage as a parameter in the code.

Collisions in 2D or 3D get tricky, since you have to worry about components of the velocity both normal and parallel to the wall. Not my forte, so I'll just leave it at that.
 
Redbelly98 has written some useful stuff.
I'd like to add that the energy lost wouldn't necessarily be linearly dependent on the initial kinetic energy, but I suppose a linear dependence would be a first approximation.
Another issue, if this physics engine is being written for a game, the most realistic equation isn't necessarily the one you should go for.

EDIT: I now realize Redbelly98 wasn't proposing using a linear dependence of energy lost on initial energy. He was thinking of a linear dependence of final speed on initial speed. I would personally guess that energy lost goes with initial energy. But that's just a guess, really.
 
Last edited:
Thanks for the replies, guys!

Firstly, no, this isn't being written for a game. Just playing around with physics, sort of creating a scientific simulation zone, with moderate accuracy.

So you're saying that it is more difficult to accurately measure that force, because it completely depends on the material? So, I can just throw stuff at walls in real life and try to use that to measure how much my virtual objects should bounce back!

Thanks!
 
Yes, if you're going for realism, that's probably the best way to do it
 
Exactly!It depends upon the material just like friction.Google Co-efficient of restitution.
 

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