Elastic Collision Calculator
Simulate 1D elastic collisions, compute final velocities, and verify conservation of momentum and kinetic energy with step-by-step math and interactive animation.
Physics Setup
Two objects collide along a single dimension and separate without any loss of kinetic energy.
One-dimensional perfectly elastic collision governed by conservation of momentum and conservation of kinetic energy.
Simulate 1D elastic collisions, calculate final velocities, and verify the result with step-by-step derivations.
Elastic Collision Simulator
Enter masses and velocities to simulate a 1D elastic collision.
For this head-on setup, v₂ must be negative (leftward); the minus sign is applied automatically.
Initial Setup
Pre-collision positions, sizes, and velocity arrows update as you type.
Collision Simulation
Watch the collision unfold — velocities update at the moment of impact.
Step-by-Step Solution
Full derivation from conservation laws to numerical answers with verification.
Result Summary
All collision values at a glance.
A 2 kg object at 3 m/s collides with a 1 kg object at -1 m/s. After the elastic collision, Object 1 moves at 0.3333 m/s (→) and Object 2 moves at 4.3333 m/s (→).
Elastic Collisions: The Physics of Perfect Bounces
What Is an Elastic Collision?
An elastic collision is a collision in which both momentum and kinetic energy are conserved. Unlike inelastic collisions — where some kinetic energy is converted into heat, sound, or deformation — an elastic collision preserves the total kinetic energy of the system before and after impact.
In one dimension the two governing equations are:
Elastic vs. Inelastic Collisions
| Property | Elastic | Inelastic |
|---|---|---|
| Momentum conserved? | Yes | Yes |
| Kinetic energy conserved? | Yes | No |
| Objects stick together? | No | Sometimes (perfectly inelastic) |
| Real-world example | Billiard balls, atomic collisions | Car crashes, clay balls |
In practice, perfectly elastic collisions are an idealization. However, many real-world collisions — particularly between hard objects like billiard balls or between atoms and molecules — are very close to elastic.
Deriving the Final Velocity Formulas
Starting from the two conservation laws, we can derive closed-form expressions for the final velocities and .
Setting Up the System
Given two objects with masses and and initial velocities and , we write:
Solving the System
Rearranging equation (1):
Rearranging equation (2) and cancelling the factors:
Factoring both sides as a difference of squares:
Dividing equation (2') by equation (1') (assuming and ):
This tells us the relative velocity of approach equals the relative velocity of separation:
Combining this result with equation (1) and solving for and :
Special Cases and Intuition Builders
Equal Masses ()
When both objects have the same mass, the formulas simplify dramatically:
The objects swap their velocities completely. This is the principle behind Newton's cradle — when one ball strikes a line of identical balls, the last ball flies off with the incoming ball's velocity.
One Object at Rest ()
If the second object is initially stationary:
When , the moving object stops completely and transfers all its motion to the second object.
One Object Much Heavier ()
When a very heavy object collides with a very light one:
- The heavy object barely changes its velocity:
- The light object bounces away:
Think of a bowling ball hitting a tennis ball — the bowling ball barely notices, while the tennis ball flies off.
Head-On vs. Same-Direction Collisions
- Head-on (objects moving toward each other): The collision is more dramatic, with larger velocity changes.
- Same direction (faster object catches slower one): The velocity changes are smaller, as less relative kinetic energy is exchanged.
Real-World Examples
While no macroscopic collision is perfectly elastic, several scenarios come close:
- Billiard balls: Hard, smooth surfaces make for nearly elastic impacts with minimal energy loss.
- Newton's cradle: The iconic desk toy demonstrates elastic collision principles with a series of identical steel balls.
- Atomic and molecular collisions: At the microscopic scale, collisions between gas molecules are very nearly elastic — this is a foundational assumption in the kinetic theory of gases.
- Particle physics: Collisions in particle accelerators can be analyzed using elastic (and inelastic) collision frameworks.
How to Use This Calculator
- Enter the masses of both objects in kilograms. Both must be positive.
- Enter the initial velocities in meters per second. Use the sign convention: positive means rightward (), negative means leftward ().
- View the initial-state diagram to confirm the setup matches your problem.
- Press Play to watch the collision animation. Velocity arrows update at the moment of collision.
- Review the step-by-step solution to see the full derivation with your specific numbers plugged in.
- Read the result summary for a quick overview of all input and output values.
Interpreting the Results
- A positive final velocity means the object moves to the right after collision.
- A negative final velocity means the object moves to the left.
- The total momentum before and after should be identical (within rounding).
- The total kinetic energy before and after should also match — this confirms the collision is elastic.
Frequently Asked Questions
Is there such a thing as a perfectly elastic collision in real life?
Strictly speaking, no. All macroscopic collisions convert a tiny amount of kinetic energy into sound, heat, or deformation. However, collisions between very hard objects (like billiard balls or steel bearings) are extremely close to elastic.
What happens if both objects have the same velocity?
If , there is no relative motion, and the objects never actually "collide." The final velocities equal the initial velocities — nothing changes.
Can I use this calculator for 2D collisions?
This calculator handles one-dimensional collisions only. For 2D elastic collisions, you would need to resolve the velocities into components along the line of impact and the perpendicular direction.
What is the coefficient of restitution for an elastic collision?
For a perfectly elastic collision, the coefficient of restitution . This means the relative speed of separation equals the relative speed of approach.
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