2D Wave Interference Simulator Back
Wave Physics ツキ Acoustics ツキ Optics

2D Wave Interference Simulator

Simulate real-time 2D interference patterns from up to 4 point sources. Adjust wavelength, frequency, phase offset, and damping – then explore presets like Young's double slit, antiphase sources, and 4-corner grid arrays.

Sources
Wave Parameters
Wavelength ホサ (px)
px
Frequency f (Hz)
Hz
Damping
Display
Speed
Presets
Results
2
Sources
/div>
Render (ms)
0.00s
Time
Wave

Drag a source dot to reposition it

Theory & Key Formulas
$$\psi = \sum_i \frac{A}{\sqrt{r_i}} \sin\!\left(kr_i - \omega t + \phi_i\right)$$

$k=2\pi/\lambda$, $\omega=2\pi f$, $r_i$: distance from source $i$

What is 2D Wave Interference?

What exactly is "interference" when we talk about waves? I see the simulator has multiple sources, so are they just adding together?
Basically, yes! Interference is the phenomenon where two or more waves overlap in space. The resulting wave at any point is the sum of the individual wave amplitudes. In this simulator, you can see this in real-time. Try moving the sources closer together by dragging them—you'll see the pattern of bright and dark bands (constructive and destructive interference) change dramatically.
Wait, really? So those dark spots are where the waves cancel out completely? What controls how strong that cancellation is?
Exactly. Perfect cancellation happens when waves are perfectly out of phase. The key parameters are wavelength and phase. For instance, if two sources are in phase (phase = 0), points where the path difference is a whole number of wavelengths get bright bands. Try using the "Phase" slider for one source—you'll see the entire interference pattern rotate and shift, which is crucial for technologies like beam-steering.
That makes sense. But why does the equation have a $\sqrt{r}$ in the denominator? And what does the "Damping" slider do?
Great observation! The $\frac{1}{\sqrt{r}}$ factor is because these are 2D surface waves, like ripples on a pond. The energy spreads out along the circumference of a circle, so amplitude decays with distance. The "Damping" slider adds an extra exponential decay (not shown in the core equation) to model real-world energy loss, like friction. Slide it up and watch how the waves don't travel as far—this is critical for accurate simulation of materials in engineering.

Physical Model & Key Equations

The core of the simulator is the superposition of cylindrical waves from each source. Each wave's amplitude decays as it propagates outward in two dimensions, and its value at any point in time and space is given by a sinusoidal function.

$$\psi(\mathbf{r}, t) = \sum_{i=1}^{N}\frac{A}{\sqrt{r_i}}\sin\!\big(k r_i - \omega t + \phi_i\big)$$

Here, $\psi$ is the total wave field (what you see visualized). $A$ is the source amplitude, $r_i$ is the distance from the $i$-th source to the calculation point, $k = 2\pi/\lambda$ is the wavenumber, $\omega = 2\pi f$ is the angular frequency, and $\phi_i$ is the phase offset of the $i$-th source. The $\sqrt{r_i}$ term is the geometric spreading factor for 2D waves.

The condition for constructive or destructive interference is determined by the phase difference between waves arriving at a point. For two sources with the same phase ($\phi_1 = \phi_2$), a simplified condition emerges based on the path difference $\Delta r = |r_1 - r_2|$.

$$\text{Constructive: }\Delta r = n\lambda$$ $$\text{Destructive: }\Delta r = \left(n + \frac{1}{2}\right)\lambda$$

Here, $n$ is any integer (0, 1, 2...). This is why you see alternating bright and dark bands (fringes). When you adjust the frequency $f$ in the simulator, you're changing $\lambda$, which directly changes the spacing of these fringes according to these equations.

Real-World Applications

Phased-Array Ultrasonic Testing (UT): In non-destructive testing of pipelines or aircraft wings, an array of ultrasonic transducers emits sound waves into the material. By precisely controlling the phase of each source (like you can in the simulator), engineers can "steer" and focus the resulting interference pattern to scan for cracks without disassembly.

Speaker Array Beam-forming: Concert venues and modern smart speakers use arrays of speakers. By adjusting the phase and delay between them, audio engineers can shape the interference pattern to direct sound energy towards the audience and away from walls, reducing echoes and improving clarity.

Acoustic FEA & the Helmholtz Equation: In Computer-Aided Engineering (CAE), software like ANSYS or COMSOL solves the Helmholtz equation to model steady-state wave interference in complex 3D geometries (e.g., car interiors, concert halls). This simulator visualizes the core principle that these expensive FEA simulations are calculating.

Underwater Acoustic Propagation: Sonar systems use arrays of hydrophones to detect submarines or map the seafloor. Modeling how sound waves interfere and propagate in 2D/3D water layers, which involves damping and multi-source effects, is directly analogous to what you can explore here by adding sources and adjusting damping.

Common Misunderstandings and Points to Note

First, remember the premise that "the 'wave sources' in the simulation are ideal points". Real slits or speakers have width, so they are not perfect point sources. For example, if a slit is too wide, the sharp interference fringes you see in this simulator become blurred. When adjusting parameters, also pay attention to the difference between 'phase' and 'initial phase'. The slider changes the start timing of the wave emitted by the source (the initial phase φ), which is different from the delay due to distance (the phase kr). The phase difference Δφ is determined by both.

Also, avoid discussing results with the attenuation setting left as 'none'. Two-dimensional water surface waves or sound waves experience amplitude decay as energy spreads out. Calculating without attenuation (plane wave approximation) shows uniform, strong fringes continuing far away, but in reality, contrast decreases with distance. In practical antenna directivity design, failing to account for this decay can lead to insufficient field strength at distances farther than expected.

How to Use

  1. Set wavelength (lambdaSlider: 0.5–5 m) and frequency (freqSlider: 1–10 Hz) using sliders or numeric input fields (lambdaVal, freqVal)
  2. Adjust damping coefficient (dampSlider: 0–0.5) to control wave amplitude decay over distance, affecting interference pattern visibility
  3. Drag source positions in the 2D canvas to create constructive (in-phase) or destructive (180° phase-shifted) interference zones; monitor render time and active source count in real-time output

Worked Example

Two coherent ultrasonic sources at 40 kHz (wavelength ≈ 8.6 mm in water, c = 343 m/s) separated 25 mm apart produce a nodal plane at the midpoint with ~15 mm spacing between maxima. Setting dampSlider to 0.1 and freqSlider to 40 Hz simulates acoustic testing in nondestructive evaluation (NDE). Render completes in 12–18 ms on standard hardware. Adding a third source at 120° phase offset creates a three-lobe constructive pattern.

Practical Notes

  1. For standing-wave detection in cavities or waveguides, keep damping below 0.15 to observe sharp antinodes; higher damping (≥0.3) simulates real absorptive materials like foam or fiberglass
  2. Phase relationships: sources starting 0° apart create bright fringes at equal distances; shift one source phase by π (180°) to invert the pattern and locate cancellation zones useful for muffler or noise-barrier design
  3. Render time scales with grid resolution and source count; if exceeding 25 ms, reduce simulation domain size or lower frequency for coarser wavelength spacing