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What "basic thing about light rays" do you have in mind here?jartsa said:I know the image gets smaller because ... it's just a basic thing about light rays.
What "basic thing about light rays" do you have in mind here?jartsa said:I know the image gets smaller because ... it's just a basic thing about light rays.
Relativistic beaming. Which means light rays become more parallel. Which means that a lens focuses those rays on a smaller spot.PeterDonis said:What "basic thing about light rays" do you have in mind here?
Ah, ok. But I'm still not sure why you added this in your earlier post:jartsa said:Relativistic beaming.
First, if the velocity is relativistic, so that beaming is significant, the change of position must also be significant; you can't make the latter small without making the former small.jartsa said:Oh yes, we need to postulate that the ruler is so far away that Alice only travels a very small fraction of said distance during a time during which she changes her velocity quite a lot. So that only the change of velocity has an effect on the image formed on her retina, not the change of her position.
Hmm...this is interesting. I don't know what you guys are talking about, but when Alice's clock reads 1 year, she has traveled 0.6 LY in 1.2 Y rest time and has a velocity of 0.8c.PeterDonis said:Or, to put this another way, it will take about a year by Alice's clock for her speed relative to Ted to become relativistic so that beaming is significant, and by that time she will already have covered a substantial fraction of the distance to Ted.
Easy-peasy, but a one-word answer is not an explanation.PeterDonis said:This one is easy: no.
These values are correct in the original rest frame, the one diagrammed in your OP. But not in any other frame.Freixas said:when Alice's clock reads 1 year, she has traveled 0.6 LY in 1.2 Y rest time and has a velocity of 0.8c.
Wikipedia has a decent article on it:Freixas said:I don't know what you guys are talking about
In your scenario, the effect due to velocity described above will be more than counteracted by the effect due to position. To put it another way, Alice is accelerating slowly enough that the gradual decrease in Ted's apparent size due to her increasing velocity is more than counteracted by the gradual increase in Ted's apparent size due to her decreasing distance from him.Freixas said:a one-word answer is not an explanation.
If Alice and Bob are both at rest relative to Ted (i.e., before Alice starts accelerating), then yes, they will both see Ted as having the same apparent size. Their calculation of his distance from that apparent size will only be valid because they have been at rest relative to Ted for the entire time that the light they are seeing was traveling from Ted.Freixas said:When Alice is at Bob's position, she sees what Bob sees and both should calculate the same distance based on the same trigonometry
You are missing the fundamental point that distance is frame dependent. (The only exception is a distance of zero, meaning the two objects are co-located; that is an invariant, true in all frames, but tells you nothing about distances to anything else.) The 4 LY that Alice and Bob calculate at the start (before Alice starts accelerating) are only valid in the frame in which Alice, Bob, and Ted are all at rest. But you could choose some other frame and make the distance anything you like (except zero since Alice and Ted are not co-located).Freixas said:When Alice is at Bob's position, she sees what Bob sees and both should calculate the same distance based on the same trigonometry and come up with a distance of 4 LY. When Alice reaches Ted, she should easily calculate a distance of 0 LY. What is the proper method to determine the results of Alice's calculation at an arbitrary point in between?
Freixas said:Easy-peasy, but a one-word answer is not an explanation.
I'm willing to accept that my method of determining the distance Alice would calculate for Ted is wrong. I still believe she could calculate a distance (based on trig) and that this calculated value could be predicted knowing only the basics that I've described.
When Alice is at Bob's position, she sees what Bob sees and both should calculate the same distance based on the same trigonometry and come up with a distance of 4 LY. When Alice reaches Ted, she should easily calculate a distance of 0 LY. What is the proper method to determine the results of Alice's calculation at an arbitrary point in between?
jartsa said:Alice can calculate the distance that two light rays have traveled
Both of these quantities are frame-dependent. Not only that, but by the method you describe, the "distance" and "time" calculated might not match those in any frame.jartsa said:Alice can also easily calculate the time that the light has traveled.
Well, I thought Alice's trigonometrical calculations would be correct in Alice's instantaneuosly inertial rest frame.PeterDonis said:Both of these quantities are frame-dependent. Not only that, but by the method you describe, the "distance" and "time" calculated might not match those in any frame.
I'm not going to agree that I am missing this fundamental point, but I'll agree that there are related problems.PeterDonis said:You are missing the fundamental point that distance is frame dependent.
There is no such thing as "measured in a frame". Measurements are invariants; their results aren't frame-dependent. When physicists talk about something like a "distance measurement" being frame-dependent, they are really talking about different measurements (for example, measurements made using different rulers that are moving relative to one another).Freixas said:The trigonometry assumes that opposite vs. adjacent are measured in the same frame
If she is traveling at 0.8c relative to Bob when they are co-located, she will not see exactly the same image of Ted as Bob, because of the relativistic beaming effect and the relativistic Doppler shift. I have described in post #38 how her observations would differ from Bob's (Bob would be "Observer A" in that post, and Alice would be either "Observer B" or "Observer C" depending on which direction she is moving).Freixas said:The simple proof is just to imagine that at time 0 Alice was co-located with Bob, saw exactly the same image of Ted as Bob, but was traveling at a constant 0.8c.
This distance is not something she could calculate using trigonometry as you describe. (Note also that it is not a "distance" that satisfies the invariant requirements I stated above: the spacelike curve that has that length is orthogonal to Alice's worldline at the point where Alice is co-located with Bob, but it is not orthogonal to Ted's worldline at the point where it crosses it--which is not the same as the point where the spacelike curve between Bob and Ted that has length 4 LY crosses Ted's worldline. Note that Bob's curve is orthogonal to both Bob's and Ted's worldlines, and so does meet the invariant requirements I gave above.)Freixas said:Her distance to Ted would be 2.4 LY, not 4 LY, which is what Bob would say.
I don't understand what "method" you would use for this. You certainly can't use trigonometry. The way a relativity physicist would normally do this would be to use a single frame, such as the one shown in the diagram in your OP, to assign coordinates to events, and then calculate the appropriate null worldlines for light rays from Ted to Alice. (In simple enough scenarios you can even get pretty good results by just drawing the null worldlines as 45 degree lines on the diagram.) The time on Ted's clock when a given light ray leaves Ted is the time Alice will see on Ted's clock when the same light ray reaches Alice.Freixas said:I believe can use this method to determine what clock time Alice sees (as opposed to calculates) for Ted
These will be coordinate times and distances in the original rest frame, which in your case is the frame shown in the diagram in your OP. However, to use those formulas to obtain coordinate times from Alice's clock times, you would have to know Alice's clock times. As you have set up the scenario in your OP, you don't; you know coordinate times and distances in the original rest frame (since you know the equations of the worldlines of Alice, Bob, and Ted in that frame), but you have to calculate Alice's clock times. (Bob's and Ted's clock times are simple because they are always at rest in the given frame, so their clock times are the same as coordinate time in that frame.)Freixas said:Thinking back to the formulas I have, if Alice can convert her time (tau) to rest time or distance
There's still the question of what math it is doing, though. So far I am not convinced it's doing the correct math for anything meaningful.Freixas said:none of this has any implications for my tool. It just does the math.
You say you are not missing the fundamental point I made, but this statement indicates that you still are. There is no such thing as "her distance to other points" without specifying a frame. Since you did not specify a frame in the statement quoted above, that statement is meaningless.Freixas said:it seems she could as easily calculate her distance to other points.
And that same frame also has to cover the entire extend of any other worldlines that you are interested in, in this case Bob's and Ted's.PeterDonis said:You have to pick one frame to cover the entire extent of Alice's worldline that you are interested in
The method of drawing a 45° line from Alice's current position through Ted's worldline. The intersection gives me the clock time that Alice sees. I was also using this to calculate how far Ted was from Alice. Using this method for the clock time still seems valid. Using it for distance does not.PeterDonis said:I don't understand what "method" you would use for this.
No, I use Alice's clock time to derive the others. For example, my animation is driven by tau, Alice's time, not t, the rest time.PeterDonis said:These will be coordinate times and distances in the original rest frame, which in your case is the frame shown in the diagram in your OP. However, to use those formulas to obtain coordinate times from Alice's clock times, you would have to know Alice's clock times. As you have set up the scenario in your OP, you don't; you know coordinate times and distances in the original rest frame (since you know the equations of the worldlines of Alice, Bob, and Ted in that frame), but you have to calculate Alice's clock times. (Bob's and Ted's clock times are simple because they are always at rest in the given frame, so their clock times are the same as coordinate time in that frame.)
I think you keep missing my point. I've stated repeatedly that, for Alice, everything is relative to her IMF, so I have, in fact, specified a frame.PeterDonis said:You say you are not missing the fundamental point I made, but this statement indicates that you still are. There is no such thing as "her distance to other points" without specifying a frame. Since you did not specify a frame in the statement quoted above, that statement is meaningless.
Freixas said:Or, even simpler, will Ted appear to shrink in the telescope?
Are you sure? I get an initial decrease in angle subtended by the ruler and then an increase. That does seem counter intuitive, so analysis is below in case you can see an error.PeterDonis said:This one is easy: no.
/* Alice's position, velocity, and gamma factor at Ted's frame's coordinate time t */
xalice:sqrt(1+a^2*t^2)/a-1/a;
v:diff(xalice,t);
gamma:ratsimp(1/sqrt(1-v^2));
/* Lorentz transform to Alice's instantaneous rest frame from Ted's */
LT:matrix([gamma,-v*gamma,0,0],[-v*gamma,gamma,0,0],[0,0,1,0],[0,0,0,1]);
/* Vector from tip of ruler to Alice... */
dx:xalice-L;
dy:-h;
/* ...hence four-vector of incoming light from the ruler tip */
assume(a>0);
u:ratsimp([sqrt(dx^2+dy^2),dx,dy,0]);
/* Four vector expressed in Alice's instantaneous rest frame coordinates */
uprime:LT.u;
/* Derive the implied angle */
tanthetaprime:uprime[3][1]/uprime[2][1];
/* Calculate the derivative at t=0 */
substitute(0,t,diff(tanthetaprime,t));
Peter will, I'm sure, give you the definitive answer, but I can try to give you my layman's answer.Ibix said:As always, I could have made a mistake, but I don't see where.
It's only counterintuitive to the extent that relativistic beaming is counterintuitive. Your analysis is one way of describing and calculating the effect of relativistic beaming.Ibix said:I get an initial decrease in angle subtended by the ruler and then an increase. That does seem counter intuitive
It doesn't change the value of ##h## at the source, but it does change the apparent size of the object. That should be clear from my earlier post where I initially described the effects of relativistic beaming. However, as I just posted in #54, my initial heuristic analysis of relativistic beaming left out one aspect.Freixas said:Peter says relativistic beaming means that she doesn't see the same thing as the rest observer. You can determine if that applies to h.
Got it.PeterDonis said:It doesn't change the value of at the source, but it does change the apparent size of the object.
Well, there is no apparent size change of an object according to Alice when said object abruptly accelerates towards Alice.Freixas said:Got it.
Apparent size wasn't what I was going for, so it's an interesting side issue, but irrelevant to my simulation. Some time in the past, I do remember using some physics simulator or viewing some video where I was told that rapid acceleration would make an object appear to recede, so when I saw the effect in my simulation, I thought it looked odd, but within the realm of crazy physics things. The simulator or video or whatever used a low value for c to make the effect more apparent.
let bob = [observer ];
let ted = [observer origin (4, 0)];
let alice = [observer acceleration 1];let travelTau = dToTau(4, alice);
animation reps: 1;
let tau = 0 to travelTau step travelTau/500;
let curAliceFrame = [frame observer alice at tau tau];let simulLine = [line axis x curAliceFrame offset tau];
let bobPos = intersect(simulLine, bob);
let tedPos = intersect(simulLine, ted);
let alicePos = intersect(simulLine, alice);let light1 = [line angle 45 through alicePos];
let light2 = [line angle -45 through alicePos];
let bobLightLoc = intersect(light1, bob);
let tedLightLoc = intersect(light2, ted);event location: bobPos, text: "Time seen " + bobLightLoc.t, bobStyle;
label location: bobPos, text: "Time calc " + bobPos.t, bobStyleFaded;
event location: tedPos, text: "Time seen " + tedLightLoc.t, tedStyle;
label location: tedPos, text: "Time calc " + tedPos.t, tedStyleFaded;
event location: alicePos, text: tau, aliceStyle;frame frame: [frame velocity curAliceFrame.v origin (0, tau) < curAliceFrame];Not immediately, no, because of the finite speed of light. But once the light from the time the distant object abruptly accelerated reaches Alice, she will see an apparent size change.jartsa said:there is no apparent size change of an object according to Alice when said object abruptly accelerates towards Alice.
What do you mean by "Alice's viewpoint"? What frame does it represent?Freixas said:It represents Alice's viewpoint as she accelerates toward Ted.