Elastic/Inelastic Collision - Interactive Simulator

Interactive simulation with momentum conservation and energy analysis

Momentum: 0.00 kg·m/s
Kinetic Energy:: 0.00 J
Velocity 1: 0.00 m/s
Velocity 2: 0.00 m/s
Restitution Coeff: 1.00

Energy Comparison

Momentum vs Time

Velocity vs Time

Parameters

Collision Formulas

Momentum Conservation: m₁v₁ + m₂v₂ = m₁v₁' + m₂v₂'
Restitution Coefficient: e = (v₂' - v₁')/(v₁ - v₂)
Final Velocities: v₁' = (m₁v₁ + m₂v₂ + m₂e(v₂-v₁))/(m₁+m₂)
Kinetic Energy: KE = ½m₁v₁² + ½m₂v₂²

What is Elastic/Inelastic Collision?

A collision occurs when two or more objects exert forces on each other for a relatively short time. In all collisions, momentum is conserved. The key difference between elastic and inelastic collisions lies in how kinetic energy is treated.

Elastic Collision (e = 1)

In a perfectly elastic collision, both momentum and kinetic energy are conserved. The objects bounce off each other with no energy loss. Examples include collisions between hard steel balls or atomic particles in gas.

Inelastic Collision (e = 0)

In a perfectly inelastic collision, momentum is conserved but the objects stick together after collision. Maximum kinetic energy is lost. Examples include a car crash where vehicles stick together or a bullet embedding in a block.

Partially Inelastic Collision (0 < e < 1)

In real-world collisions, some kinetic energy is always lost to heat, sound, and deformation. The coefficient of restitution e measures the bounciness of the collision. Most real collisions fall in this category.

Real-World Applications

Understanding collisions is crucial in vehicle safety design (crash zones), sports (ball bouncing), particle physics (accelerator experiments), and game physics engines. The coefficient of restitution varies by material: rubber ball (~0.8), steel ball (~0.95), and lead ball (~0.15).