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Wave Physics

Ripple Pool Simulator

Click anywhere to drop a virtual stone in a pool. Watch ripples spread, collide, and create stunning interference patterns — all solved by the real 2D wave equation in your browser.

Finite Difference Method 2D Wave Equation Click & Drag Touch Enabled
Parameters
Trough (blue) Zero (white) Crest (orange)
-A0+A
Statistics
How to Use

🖱️ Click — add a wave impulse
🖱️ Drag — continuous ripple trail
📱 Tap / Swipe — touch supported
💡 Try the 2-source preset for interference fringes!

Results
0
Active Sources
0.00
Max Amplitude
60
FPS
0
Steps
Ripple
t = 0.000 s 150 × 120
Theory & Key Formulas

$$\frac{\partial^2 u}{\partial t^2} = c^2 \nabla^2 u$$

2次元波動方程式:\(u\) 水面変位、\(c\) 波速 [m/s]、\(\nabla^2\) ラプラシアン

$$c = \sqrt{\frac{g\lambda}{2\pi}\tanh\left(\frac{2\pi h}{\lambda}\right)}$$

表面波の位相速度:\(\lambda\) 波長、\(h\) 水深

What is Wave Interference?

🙋
What exactly is happening when I drop a stone in this simulator and see those rings?
🎓
Basically, you're creating a disturbance in a 2D medium. The initial impulse from your "stone" pushes the surface down and then it springs back, creating a wave that travels outwards. Try moving the Impulse Strength slider above—you'll see a bigger initial splash creates taller, more energetic waves.
🙋
Wait, really? So if I drop two stones close together, the waves cross and make a weird pattern. Why doesn't it just get twice as big?
🎓
Great observation! That's the core of wave interference. When two wave crests meet, they add up to make a super-crest (constructive interference). But when a crest meets a trough, they cancel out (destructive interference). In practice, this creates the complex checkerboard or striped pattern you see. Try changing the Wave Speed c—faster waves will make the interference pattern evolve much quicker.
🙋
Okay, but the waves eventually fade. In the simulator, is that the "Damping" parameter?
🎓
Exactly! In a real pool, energy is lost to friction and internal forces. The Damping control simulates that energy loss. Set it to zero and the waves will bounce off the edges forever. Crank it up high, and you'll see the ripples die out almost immediately, like dropping a stone in thick syrup. A common case for low damping is modeling waves in deep water.

Physical Model & Key Equations

The simulator solves the two-dimensional wave equation, which governs how a disturbance propagates through a medium like the surface of water. It relates the acceleration of the wave height to its spatial curvature.

$$ \frac{\partial^2 u}{\partial t^2}= c^2 \left( \frac{\partial^2 u}{\partial x^2}+ \frac{\partial^2 u}{\partial y^2}\right) $$

Here, \(u(x,y,t)\) is the wave height (displacement) at position \((x, y)\) and time \(t\). The constant \(c\) is the wave speed, a key parameter you control in the simulator. The terms \(\frac{\partial^2 u}{\partial x^2}\) and \(\frac{\partial^2 u}{\partial y^2}\) describe how curved or "bent" the wave surface is in the horizontal directions.

In the numerical simulation, a damping term is added to model energy loss, making the waves gradually fade. This is the equation being solved behind the scenes.

$$ \frac{\partial^2 u}{\partial t^2}= c^2 \nabla^2 u - \beta \frac{\partial u}{\partial t}$$

The new term, \(- \beta \frac{\partial u}{\partial t}\), is the damping force. The parameter \(\beta\) (beta) is controlled by the Damping slider. It's proportional to the velocity of the wave, acting like a drag force that slows it down and converts its energy into heat.

Real-World Applications

Acoustic Engineering & Speaker Design: The same 2D wave equation models sound pressure waves in air. Engineers use simulations like this to design concert halls, predict how sound propagates in a room, and optimize speaker cabinet shapes to minimize destructive interference that causes "dead spots."

Seismic Wave Analysis: Geophysicists use advanced versions of this simulation to understand how earthquake waves (like surface waves) travel through the Earth's crust. Analyzing the interference patterns helps them locate the epicenter and determine the underground structure.

Water Wave Dynamics: Coastal and naval engineers simulate wave interference to study the impact of waves on ship hulls, offshore platforms, and harbor designs. Understanding how waves combine is crucial for predicting stability and potential structural fatigue.

Medical Ultrasound Imaging: The principle of wave interference is fundamental to phased-array ultrasound transducers. By carefully timing impulses from multiple elements, technicians can steer and focus sound waves into the body to create detailed images without invasive surgery.

Common Misconceptions and Points to Note

When you start using this simulator, there are a few points that are easy to misunderstand. First, if you set the "wave speed c" too high, the simulation may diverge (the numerical values explode). This happens because you violate a constraint called the CFL condition. Simply put, the distance a wave travels in one step must not exceed the spacing of the computational grid, or you'll get physically unnatural results. For example, if the grid spacing is 1 and you set the wave speed c to 100, the calculation will immediately break down. Professional CAE software internally checks this condition, but remember that you need to adjust it yourself in this tool.

Next is the "damping" setting. Setting this close to zero creates an ideal system where waves oscillate forever, but in most real-world phenomena, such as building vibrations or acoustics, some form of damping (vibration suppression) always exists. Designs that ignore damping risk failure due to resonance. Conversely, setting damping too high makes it difficult to observe the interference patterns that are the essence of the phenomenon. Balance is key.

Finally, this simulation is based on the "linear" wave equation. This means the wave speed doesn't change even if the wave height becomes large, and waves pass right through each other when they collide (there are no nonlinear effects). Nonlinearity is important for actual large waves (e.g., tsunamis) or certain optical phenomena, but mastering the basics with this linear model is the starting point for everything.

How to Use

  1. Adjust wave speed (0.1–1.0 m/s) using sl-speed slider to control propagation velocity across the pool surface
  2. Set damping coefficient (0.90–0.99) via sl-damp to simulate energy dissipation; higher values preserve waves longer
  3. Configure impulse magnitude (1–50 units) with sl-impulse for stone-drop force intensity
  4. Click pool surface to drop virtual stones and observe interference patterns in real-time 2D wave equation simulation
  5. Monitor Active Sources count, Max Amplitude peaks, and FPS performance on output display

Worked Example

Set wave speed=0.4 m/s, damping=0.95, impulse=20 units. Drop two stones 0.8m apart: first stone generates radial wavefront expanding at 0.4 m/s. After 1 second, first wave reaches 0.4m radius. Second stone creates overlapping circular waves. At intersection point, constructive interference produces amplitude spike exceeding individual wave heights. With damping=0.95, waves persist approximately 15–20 simulation steps before attenuating below detection threshold. Max Amplitude readout shows combined peak ~35–40 units; FPS maintains 60 with moderate source density.

Practical Notes

  1. Damping 0.99 models still water behavior (ponds, pools); damping 0.90 simulates turbulent shallow reservoirs with rapid dissipation
  2. Wave speed scales inversely with water depth—reduce speed value for deep reservoirs, increase for shallow channels
  3. Impulse values above 35 create non-linear effects and numerical instability; keep below 25 for stable shallow-water approximations
  4. Observe destructive interference patterns when waves collide 180° out of phase—null zones appear as calm regions amid active ripples
  5. Performance degrades with >15 simultaneous sources; monitor FPS to optimize real-time visualization on lower-end hardware