Mechanics

The bounces that add up to a stop

A ball dropped on a hard floor bounces, and bounces again, each time a fixed fraction lower. The bounces never run out — there is always another, smaller one — and yet the ball is lying still four seconds later. The flight times form a geometric series with a finite sum, the floor's infinitely many kicks add up to exactly the ball's weight times that time, and the series is only broken where each flight becomes shorter than the impact that launched it.

Assumes: Five balls, and the law that does not choose · Collisions are easier than forces, and momentum is the reason

A table-tennis ball dropped on a hard table makes a sound everyone recognises: a few distinct clicks, then clicks coming faster and faster until they blur into a buzz, then silence. The buzz is not the ball settling into some new kind of motion. It is the same bouncing, with each bounce a fixed fraction lower than the last and each gap between clicks a fixed fraction shorter. Followed to its logical end, the rule says the ball bounces infinitely many times. It also says the ball stops, at a definite moment a few seconds after it was dropped, and both statements are true of the same idealised ball. That a process with no last step can nevertheless be over is the whole content of a convergent series, and a bouncing ball is the most tangible one there is.

A ball dropped from 1 m with e = 0.8, bouncing for ever and stopping anyway. The height of a ball dropped from 1 m onto a floor that returns 0.8 of its impact speed, against time. The first fall takes 0.452 s. Every flight after it is 0.8 times as long as the one before, so the flight times are a geometric series and their sum is finite: the ball has made infinitely many bounces by 4.064 s, t₁(1 + e)/(1 − e), and is at rest from then on. The stepped sum of the first 60 flights plus the geometric remainder agrees with the closed form to better than a part in a billion. The dashed line marks the moment it stops; the hops just before it are too small to draw.
Fig. 1 The height of a ball dropped from 1 m onto a floor that returns 0.8 of its impact speed, against time. The first fall takes 0.452 s; every flight after it is 0.8 times as long as the one before. The ball has made infinitely many bounces by 4.064 s, marked by the dashed line, and is at rest from then on; the hops just before it are too small to draw.

One number per impact

What happens during an impact is complicated. The ball and the floor deform, a contact patch grows and shrinks, elastic waves run through both bodies, and some of the energy goes into heat and sound. Collisions are easier than forces precisely because none of that has to be known: momentum conservation and one extra number summarise the whole event. For a ball on a floor that is massive enough not to move, momentum conservation says only that the floor absorbs whatever impulse the ball needs, and the extra number — the coefficient of restitution ee — says how fast the ball leaves compared with how fast it arrived:

vout=evin.v_{\text{out}} = e\,v_{\text{in}}.

A perfectly elastic ball has e=1e = 1 and bounces to the height it fell from for ever. A lump of putty has ee near zero and does not bounce at all. Everything real lies between, and the whole of this essay follows from the single assumption that ee is the same at every bounce — which, as the argument about Newton’s cradle found, is a rule smuggled in rather than a law, and which will fail in a precise way before the end.

With ee fixed, the bounces follow at once. A ball leaving the floor at speed uu rises for a time u/gu/g and falls for the same time, so it is in the air for 2u/g2u/g, and it arrives back at the speed uu it left with. It then leaves at eueu. So the flights after the first fall last

2ev1g, 2e2v1g, 2e3v1g, \frac{2ev_1}{g},\ \frac{2e^2v_1}{g},\ \frac{2e^3v_1}{g},\ \dots

where v1v_1 is the speed of the first impact. The heights of the bounces fall by e2e^2 each time, and the durations by ee.

A series with a finite sum

The total time from release to rest is the first fall plus every flight:

ttotal=t1+2v1g(e+e2+e3+)=t11+e1e,t_{\text{total}} = t_1 + \frac{2v_1}{g}\left(e + e^2 + e^3 + \cdots\right) = t_1\,\frac{1+e}{1-e},

since t1=v1/gt_1 = v_1/g and the geometric series sums to e/(1e)e/(1-e). For a ball dropped from a metre with e=0.8e = 0.8 that is 0.452 seconds times nine: 4.06 seconds. The sum has infinitely many terms and a finite value.

The clock at each bounce, and the time it never passes. The time at which each successive bounce happens, for a ball dropped from 1 m onto floors of three restitutions, against the bounce number. Each sequence climbs towards a horizontal line and never crosses it: for e = 0.6 the limit is 1.81 s, for e = 0.8 the limit is 4.06 s, for e = 0.9 the limit is 8.58 s. The number of bounces is unbounded and the time they take is not. A livelier ball bounces for longer, and the total grows without limit only as e approaches one, as (1 + e)/(1 − e).
Fig. 2 The time of each successive bounce against the bounce number, for three coefficients of restitution. Each sequence climbs towards a horizontal line and never crosses it: 1.81 s for e=0.6e = 0.6, 4.06 s for e=0.8e = 0.8, 8.58 s for e=0.9e = 0.9. The number of bounces is unbounded and the time they take is not.

The sequence of bounce times climbs towards its limit and never reaches it, as the partial sums of any convergent series do. What is unusual about this series is that its limit is a physical event. At 4.064 seconds the ball has completed every one of its bounces, and after 4.064 seconds it is lying on the floor. There is no last bounce before it stops — any bounce has infinitely many smaller ones after it — and there is nothing paradoxical about that either. Zeno’s arrow, which must cross half the distance and then half the remainder without end, arrives because infinitely many ever-shorter intervals can fit into a finite time, and the ball’s bounces are the same infinity, heard.

The sound of the ball is the series made audible. The interval between clicks shrinks by the factor ee each time, so the clicks accelerate steadily, each one closer to the last in the same proportion, and the pitch of the buzz they merge into rises without limit as the final moment approaches. Measuring the ratio of successive intervals from a recording of the sound is one of the simplest ways to measure a coefficient of restitution: the ratio is ee directly, with no need to know the drop height, the ball’s mass or anything about the floor.

Why a pendulum losing energy never stops and a ball does

The finite total time looks at first as though it must follow simply from the ball losing energy, and it does not. Plenty of systems lose a fixed fraction of their energy each cycle and never stop.

A pendulum with a little air resistance, or a mass on a spring with a dashpot, loses a fixed fraction of its amplitude each swing too — exponential decay is exactly that. Its amplitude after nn swings is some constant to the power nn, a geometric sequence just like the bounce heights. But its motion never quite comes to rest: the amplitude falls towards zero and never reaches it, and a lightly damped oscillator is still swinging, in principle, after any finite time.

The difference is in how long each cycle lasts. A pendulum’s period does not depend on its amplitude — that is the property of small oscillations that made the pendulum a clock — so every swing takes the same time, and infinitely many swings take infinitely long. A bouncing ball’s period is proportional to its speed. Halve the speed and the flight time halves. So the cycles shrink as the motion shrinks, their durations form a geometric series rather than a constant one, and the total converges.

That is the general rule, and it has nothing to do with bouncing: a motion whose period shrinks in proportion to its amplitude, and which loses a fixed fraction per cycle, stops in a finite time. A pendulum whose losses are to dry friction at its pivot rather than to air — a loss that removes a fixed amount per swing rather than a fixed fraction — also stops in finite time, for a different reason: the amplitude falls by a constant each swing and reaches zero after a finite number of them. Static friction is what then holds it. Only the combination of a fixed period and a proportional loss produces the endless exponential tail, and it is the combination that linear models are built on.

The floor’s infinitely many kicks

Each impact is a brief, violent push from the floor, and the bouncing sequence can be read as a sequence of those pushes rather than as a sequence of flights.

At impact number kk the ball arrives at speed vkv_k and leaves at evke v_k, so its momentum changes by mvk(1+e)m v_k (1 + e), and that is the impulse the floor delivers. Between impacts the floor delivers nothing. So a scale under the floor, if it could respond fast enough, would read a series of spikes separated by silences, with the spikes getting smaller and closer together.

What a scale under the bouncing ball reads, on average. The floor's force on a ball dropped from 1 m with e = 0.8, averaged from the moment of release up to each time, in units of the ball's weight. Every bounce delivers a sharp impulse and between bounces the floor pushes nothing, so the average climbs in steps. It reaches exactly one weight at the moment the bouncing ends, 4.064 s after release, and stays there: the impulses of infinitely many bounces add up to exactly the weight multiplied by the time the ball took to come to rest. It has to, because the ball started at rest and ended at rest, so the floor's impulse and gravity's cancel.
Fig. 3 The floor’s force on the ball averaged from the moment of release up to each time, in units of the ball’s weight. It is zero until the first impact, jumps at each impact and falls away between them. It settles to exactly one weight at the moment the bouncing ends, 4.06 s after release, and stays there, because the impulses of all the bounces add up to exactly the weight multiplied by the time the ball took to come to rest.

Averaged over time, the spikes give something exact. The total impulse of every bounce is mv1(1+e)/(1e)m v_1(1+e)/(1-e), which is precisely mgmg times the time the ball took to stop. That equality is not a coincidence of the series. The ball began at rest and ended at rest, so its total change of momentum is zero, and the floor’s total impulse must cancel gravity’s, which is mgmg multiplied by the elapsed time. After the bouncing ends the floor simply supports the ball, delivering mgmg continuously. From the moment of release, the average reading of the scale is exactly one weight by the time the ball is still, and remains one weight for ever after.

That is the same accounting that makes a falling chain weigh three times as much as the part that has landed: a scale does not read the weight of what is resting on it but the rate at which it is delivering momentum, and anything arriving brings momentum with it. A bouncing ball brings its momentum in lumps, and between lumps the scale reads nothing, but over the whole episode the lumps average to the weight. Over any one cycle the account does not balance, and the way it fails is instructive. The first impact delivers (1+e)(1+e) times the weight multiplied by the fall that preceded it — the floor has to stop the ball as well as relaunch it. Every later impact delivers only (1+e)/2(1+e)/2 times the weight multiplied by the flight before it, because the ball arrives slower than it left. The early surplus and the later shortfalls cancel only over the whole infinite series, which is why the running average in the figure overshoots, oscillates and settles rather than sitting at one weight from the start.

How long and how far

The total time depends on ee in a way that is worth seeing as a curve, because it runs away as the ball approaches perfect elasticity.

How long the bouncing lasts, and how far the ball travels, against e. The total time a dropped ball spends bouncing, (1 + e)/(1 − e) times its first fall, and the total distance it travels up and down, (1 + e²)/(1 − e²) times its drop, against the coefficient of restitution, on a logarithmic vertical axis. Both are finite for every e below one and both run away as e approaches it. A lump of putty at e ≈ 0.05: 1.1 first-falls, 1.0 drops. A cricket ball at e ≈ 0.5: 3.0 first-falls, 1.7 drops. A golf ball at e ≈ 0.8: 9.0 first-falls, 4.6 drops. A superball at e ≈ 0.9: 19.0 first-falls, 9.5 drops. The time diverges faster than the distance, because the late bounces are short in height but not proportionally short in time.
Fig. 4 The total time a dropped ball spends bouncing, in units of its first fall, and the total distance it travels up and down, in units of its drop height, against the coefficient of restitution, on a logarithmic vertical axis. A lump of putty at e0.05e \approx 0.05 is done in 1.1 first-falls; a golf ball at 0.8 takes 9; a superball at 0.9 takes 19. Both curves are finite for every ee below one and diverge as it approaches one, the time faster than the distance.

The total distance travelled is another geometric series. Each bounce rises to e2e^2 times the previous height and falls back, so the path length is the drop height times (1+e2)/(1e2)(1 + e^2)/(1 - e^2). A ball with e=0.9e = 0.9 travels nine and a half times its drop height in all before stopping, while spending nineteen first-falls doing it. Both diverge as e1e \to 1, as they must — a perfectly elastic ball bounces for ever — but the time diverges faster than the distance, because as ee approaches one the late bounces are low but not proportionally brief: height goes as the square of the speed and time only as the speed.

The same arithmetic describes anything that returns a fixed fraction of what it is given. A dropped ball on a stair, a stone skipping across water with a fixed loss per skip, and a ball bouncing between two walls that are moving — where the bounces gain rather than lose, and the series diverges instead of converging — are all geometric sequences in the speed, and each asks the same question about whether the sum of the times converges.

What an inelastic collision does to the energy

Every bounce destroys a fraction 1e21 - e^2 of the ball’s kinetic energy, and the destruction is worth tracking, because the floor does something surprising while it happens: nothing. The floor is stationary, so the force it exerts does no work on the ball during the impact; its point of application does not move. The energy the ball loses goes into the ball’s own interior — into vibrations of the rubber or the steel that ring on after the contact ends and eventually become heat — and a little into sound, which is the only part the listener collects.

So the floor delivers the whole of the impulse and none of the energy change, and the ball’s material decides how much energy survives. That is the division of labour that makes ee a property of the pair of materials rather than of the floor alone: a steel ball on a steel anvil returns nearly everything, the same ball on a wooden floor much less, because the wood’s own deformation absorbs energy that the anvil would have returned. In a gas of such grains, each collision removing a little of the relative motion, the same loss makes the gas cool itself into clumps, and its most extreme form is the three-grain version of this series, where the collisions between neighbours become infinitely many in a finite time.

Where the series stops being true

The idealisation that produces the infinite series is that each impact is instantaneous. It is not, and the failure is quantitative.

An elastic ball pressed against a hard surface deforms over a contact patch whose size depends on the force, and Hertz worked out in 1881 how long such a contact lasts. For two elastic spheres the contact time goes as the impact speed to the power minus one-fifth: gentler impacts last longer, because a slower ball compresses the contact less and the restoring force, which grows faster than the compression, takes longer to turn it round.

Where the flights become shorter than the impacts. For a steel ball 20 mm across bouncing on steel with e = 0.8, the time spent in the air after an impact and the time the impact itself lasts, against the impact speed, on logarithmic axes. The flight time falls in proportion to the speed. The contact time, from Hertz's theory of two elastic spheres pressed together, rises as the speed falls, as its inverse fifth power: 52 microseconds at the first impact. The two cross at an impact speed of 1.6 mm/s, below which the ball spends longer touching the floor than leaving it and there are no separate bounces to count. That happens at bounce 36. The infinite series is a model of the first few dozen bounces, and a very good one; its tail is a model of nothing.
Fig. 5 For a steel ball 20 mm across bouncing on steel with e=0.8e = 0.8: the time in the air after an impact, proportional to the impact speed, and the duration of the impact itself, from Hertz’s theory of elastic contact, growing as the speed falls. The first impact lasts 52 microseconds. The two times cross at an impact speed of 1.6 mm/s — the thirty-sixth bounce — below which the ball spends longer touching the floor than leaving it.

The flight time falls in proportion to the speed and the contact time rises slowly as it falls, so they must cross. For a steel ball on steel with e=0.8e = 0.8 they cross at an impact speed of about a millimetre and a half per second, which the series reaches at the thirty-sixth bounce, a hop about a tenth of a micrometre high. Below that the idea of separate bounces has no meaning: the ball is in contact for longer than it is in the air, the contacts overlap with the flights, and the motion becomes a small vibration of the ball on the floor, damped by the same losses that set ee, which dies away on the timescale of the contact itself. The thirty-five bounces before it are described extremely well by the series. The infinitely many after it are a mathematical tail with no physical counterpart.

The crossing is not the only thing that goes wrong near the end. The coefficient of restitution itself is not constant; for most materials it rises towards one at very low impact speeds, where the deformation is small and entirely elastic, and falls at high speeds, where it becomes plastic. Surfaces are not smooth, so at hop heights comparable to their roughness the ball rattles on asperities rather than on a plane. And any real floor transmits vibrations, so a ball bouncing on it is being shaken as well as bouncing. Each of these acts well after the first few dozen bounces and changes nothing about the finite total time, which is fixed almost entirely by the first few flights.

The bounces too small to draw

The first figure shows height against time and invites the eye to count bounces, and it cannot show the last ones: below a hop of a millimetre they are thinner than the line. The picture is honest about the first ten and silent about the rest, which is appropriate, since the rest are where the model fails.

Nor can any of these figures show where the energy went. The ball’s kinetic energy at each impact is a clean number, but the energy lost is spread over vibrations inside the ball that ring on for milliseconds after each contact — in a steel ball two centimetres across, at frequencies above a hundred kilohertz — and those vibrations are themselves a source of error in the next bounce, since a ball still ringing from the last impact does not meet the floor in the state the model assumes.

Still open: what sets a coefficient of restitution

For all its usefulness, ee is a measured number rather than a derived one. For two ideal elastic bodies it would be exactly one; for real bodies the losses come from plastic flow in the contact region, from viscoelastic friction inside the material, from elastic waves launched into both bodies that never return in time to push them apart, and from adhesion as the surfaces separate. Theories exist for each mechanism separately. Predicting ee for a given pair of materials, a given geometry and a given impact speed from the materials’ properties alone — well enough to replace the measurement — has not been achieved in general, and for soft, rough or porous materials the measured values scatter widely from sample to sample. Ball manufacturers and sports regulators measure ee by dropping balls, because no calculation would be trusted to settle a dispute.

The natural next question about momentum is the reverse of this one: not how a known sequence of impacts adds up, but how to learn the force during an impact that lasts fifty microseconds and cannot be watched, from what comes out of it. The habit worth carrying from here is to ask whether the time per cycle depends on the size of the cycle. A proportional loss with a fixed period decays for ever; the same loss with a period that shrinks as the motion does is over in a finite time — and which of the two a system is decides whether “it keeps going, just smaller” is true.

Part 6 of 6

This essay is one argument about Momentum. The others:

The objects named here

The third axis, after the field and the reading path: the things themselves, and every essay that touches each one.

CollisionContact mechanicsDissipationIdealisationImpulseIsochronismMomentumRestitutionTimescale