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Coefficient of restitution

Ratio characterising inelastic collisions

  • 6 min read
  • 4 chapters

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Through Collision, Inelastic collision and Real number

Introduction

As a property of paired objects

The COR is a property of a pair of objects in a collision, not a single object. If a given object collides with two different objects, each collision has its own COR. When a single object is described as having a given coefficient of restitution, as if it were an intrinsic property without reference to a second object, some assumptions have been made – for example that the collision is with another identical object, or with a perfectly rigid wall.

Treated as a constant

In a basic analysis of collisions, e is generally treated as a dimensionless constant, independent of the mass and relative velocities of the two objects, with the collision being treated as effectively instantaneous. An example often used for teaching is the collision of two idealised billiard balls. Real world interactions may be more complicated; for example, where the internal structure of the objects needs to be taken into account, or where there are more complex effects happening during the time between initial contact and final separation.

Range of values for e

e is usually a positive, real number between 0 and 1:

  • e = 0: This is a perfectly inelastic collision in which the objects do not rebound at all and end up touching.
  • 0 < e < 1: This is a real-world inelastic collision, in which some kinetic energy is dissipated. The objects rebound with a lower separation speed than the speed of approach.
  • e = 1: This is a perfectly elastic collision, in which no kinetic energy is dissipated. The objects rebound with the same relative speed with which they approached.

Values outside that range are in principle possible, though in practice they would not normally be analysed with a basic analysis that takes e to be a constant:

  • e < 0: A COR less than zero implies a collision in which the objects pass through one another, for example a bullet passing through a target.
  • e > 1: This implies a superelastic collision in which the objects rebound with a greater relative speed than the speed of approach, due to some additional stored energy being released during the collision.

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