Numerical model of the Solar System

Last updated

A numerical model of the Solar System is a set of mathematical equations, which, when solved, give the approximate positions of the planets as a function of time. Attempts to create such a model established the more general field of celestial mechanics. The results of this simulation can be compared with past measurements to check for accuracy and then be used to predict future positions. Its main use therefore is in preparation of almanacs.

Contents

Older efforts

The simulations can be done in either Cartesian or in spherical coordinates. The former are easier, but extremely calculation intensive, and only practical on an electronic computer. As such only the latter was used in former times. Strictly speaking, the latter was not much less calculation intensive, but it was possible to start with some simple approximations and then to add perturbations, as much as needed to reach the wanted accuracy.

In essence this mathematical simulation of the Solar System is a form of the N-body problem . The symbol N represents the number of bodies, which can grow quite large if one includes the Sun, 8 planets, dozens of moons, and countless planetoids, comets and so forth. However the influence of the Sun on any other body is so large, and the influence of all the other bodies on each other so small, that the problem can be reduced to the analytically solvable 2-body problem. The result for each planet is an orbit, a simple description of its position as function of time. Once this is solved the influences moons and planets have on each other are added as small corrections. These are small compared to a full planetary orbit. Some corrections might be still several degrees large, while measurements can be made to an accuracy of better than 1″.

Although this method is no longer used for simulations, it is still useful to find an approximate ephemeris as one can take the relatively simple main solution, perhaps add a few of the largest perturbations, and arrive without too much effort at the wanted planetary position. The disadvantage is that perturbation theory is very advanced mathematics.

Modern method

The modern method consists of numerical integration in 3-dimensional space. One starts with a high accuracy value for the position (x, y, z) and the velocity (vx, vy, vz) for each of the bodies involved. When also the mass of each body is known, the acceleration (ax, ay, az) can be calculated from Newton's Law of Gravitation. Each body attracts each other body, the total acceleration being the sum of all these attractions. Next one chooses a small time-step Δt and applies Newton's Second Law of Motion. The acceleration multiplied with Δt gives a correction to the velocity. The velocity multiplied with Δt gives a correction to the position. This procedure is repeated for all other bodies.

The result is a new value for position and velocity for all bodies. Then, using these new values one starts over the whole calculation for the next time-step Δt. Repeating this procedure often enough, and one ends up with a description of the positions of all bodies over time.

The advantage of this method is that for a computer it is a very easy job to do, and it yields highly accurate results for all bodies at the same time, doing away with the complex and difficult procedures for determining perturbations. The disadvantage is that one must start with highly accurate figures in the first place, or the results will drift away from the reality in time; that one gets x, y, z positions which are often first to be transformed into more practical ecliptical or equatorial coordinates before they can be used; and that it is an all or nothing approach. If one wants to know the position of one planet on one particular time, then all other planets and all intermediate time-steps are to be calculated too.

Integration

In the previous section it was assumed that acceleration remains constant over a small timestep Δt so that the calculation reduces to simply the addition of V × Δt to R and so forth. In reality this is not the case, except when one takes Δt so small that the number of steps to be taken would be prohibitively high. Because while at any time the position is changed by the acceleration, the value of the acceleration is determined by the instantaneous position. Evidently a full integration is needed.

Several methods are available. First notice the needed equations:

This equation describes the acceleration all bodies i running from 1 to N exercise on a particular body j. It is a vector equation, so it is to be split in 3 equations for each of the X, Y, Z components, yielding:

with the additional relationships

,

likewise for Y and Z.

The former equation (gravitation) may look foreboding, but its calculation is no problem. The latter equations (motion laws) seems simpler, but yet it cannot be calculated. Computers cannot integrate, they cannot work with infinitesimal values, so instead of dt we use Δt and bringing the resulting variable to the left:

, and:

Remember that a is still a function of time. The simplest way to solve these is just the Euler algorithm, which in essence is the linear addition described above. Limiting ourselves to 1 dimension only in some general computer language:

a.old = gravitationfunction(x.old) x.new = x.old + v.old * dt v.new = v.old + a.old * dt

As in essence the acceleration used for the whole duration of the timestep, is the one as it was in the beginning of the timestep, this simple method has no high accuracy. Much better results are achieved by taking a mean acceleration, the average between the beginning value and the expected (unperturbed) end value:

a.old = gravitationfunction(x.old) x.expect = x.old + v.old * dt a.expect = gravitationfunction(x.expect) v.new = v.old + (a.old + a.expect) * 0.5 * dt x.new = x.old + (v.new + v.old) * 0.5 * dt

Of course still better results can be expected by taking intermediate values. This is what happens when using the Runge-Kutta method, especially the one of grade 4 or 5 are most useful. The most common method used is the leapfrog method due to its good long term energy conservation.

A completely different method is the use of Taylor series. In that case we write:

but rather than developing up to some higher derivative in r only, one can develop in r and v (that is r') by writing and then write out the factors f and g in a series.

Approximations

To calculate the accelerations the gravitational attraction of each body on each other body is to be taken into account. As a consequence the amount of calculation in the simulation goes up with the square of the number of bodies: Doubling the number of bodies increases the work with a factor four. To increase the accuracy of the simulation not only more decimals are to be taken but also smaller timesteps, again quickly increasing the amount of work. Evidently tricks are to be applied to reduce the amount of work. Some of these tricks are given here.

By far the most important trick is the use of a proper integration method, as already outlined above.

The choice of units is important. Rather than to work in SI units, which would make some values extremely small and some extremely large, all units are to be scaled such that they are in the neighbourhood of 1. For example, for distances in the Solar System the astronomical unit is most straightforward. If this is not done one is almost certain to see a simulation abandoned in the middle of a calculation on a floating point overflow or underflow, and if not that bad, still accuracy is likely to get lost due to truncation errors.

If N is large (not so much in Solar System simulations, but more in galaxy simulations) it is customary to create dynamic groups of bodies. All bodies in a particular direction and on large distance from the reference body, which is being calculated at that moment, are taken together and their gravitational attraction is averaged over the whole group.

The total amount of energy and angular momentum of a closed system are conserved quantities. By calculating these amounts after every time step the simulation can be programmed to increase the stepsize Δt if they do not change significantly, and to reduce it if they start to do so. Combining the bodies in groups as in the previous and apply larger and thus less timesteps on the faraway bodies than on the closer ones, is also possible.

To allow for an excessively rapid change of the acceleration when a particular body is close to the reference body, it is customary to introduce a small parameter e so that

Complications

If the highest possible accuracy is needed, the calculations become much more complex. In the case of comets, nongravitational forces, such as radiation pressure and gas drag, must be taken into account. In the case of Mercury, and other planets for long term calculations, relativistic effects cannot be ignored. Then also the total energy is no longer a constant (because the four vector energy with linear momentum is). The finite speed of light also makes it important to allow for light-time effects, both classical and relativistic. Planets can no longer be considered as particles, but their shape and density must also be considered. For example, the flattening of the Earth causes precession, which causes the axial tilt to change, which affects the long-term movements of all planets. Long term models, going beyond a few tens of millions of years, are not possible due to the lack of stability of the Solar System.

See also

Related Research Articles

<span class="mw-page-title-main">Force</span> Influence that can cause motion of an object

In physics, a force is an influence that can change the motion of an object. A force can cause an object with mass to change its velocity, i.e., to accelerate. Force can also be described intuitively as a push or a pull. A force has both magnitude and direction, making it a vector quantity. It is measured in the SI unit of newton (N). Force is represented by the symbol F.

<span class="mw-page-title-main">Kepler's laws of planetary motion</span> Laws describing the motion of planets

In astronomy, Kepler's laws of planetary motion, published by Johannes Kepler between 1609 and 1619, describe the orbits of planets around the Sun. The laws modified the heliocentric theory of Nicolaus Copernicus, replacing its circular orbits and epicycles with elliptical trajectories, and explaining how planetary velocities vary. The three laws state that:

  1. The orbit of a planet is an ellipse with the Sun at one of the two foci.
  2. A line segment joining a planet and the Sun sweeps out equal areas during equal intervals of time.
  3. The square of a planet's orbital period is proportional to the cube of the length of the semi-major axis of its orbit.
<span class="mw-page-title-main">Orbit</span> Curved path of an object around a point

In celestial mechanics, an orbit is the curved trajectory of an object such as the trajectory of a planet around a star, or of a natural satellite around a planet, or of an artificial satellite around an object or position in space such as a planet, moon, asteroid, or Lagrange point. Normally, orbit refers to a regularly repeating trajectory, although it may also refer to a non-repeating trajectory. To a close approximation, planets and satellites follow elliptic orbits, with the center of mass being orbited at a focal point of the ellipse, as described by Kepler's laws of planetary motion.

<span class="mw-page-title-main">Newton's laws of motion</span> Laws in physics about force and motion

Newton's laws of motion are three basic laws of classical mechanics that describe the relationship between the motion of an object and the forces acting on it. These laws can be paraphrased as follows:

  1. A body remains at rest, or in motion at a constant speed in a straight line, unless acted upon by a force.
  2. When a body is acted upon by a force, the time rate of change of its momentum equals the force.
  3. If two bodies exert forces on each other, these forces have the same magnitude but opposite directions.
<span class="mw-page-title-main">Orbital mechanics</span> Field of classical mechanics concerned with the motion of spacecraft

Orbital mechanics or astrodynamics is the application of ballistics and celestial mechanics to the practical problems concerning the motion of rockets and other spacecraft. The motion of these objects is usually calculated from Newton's laws of motion and the law of universal gravitation. Orbital mechanics is a core discipline within space-mission design and control.

<span class="mw-page-title-main">Flight dynamics (fixed-wing aircraft)</span> Science of air vehicle orientation and control in three dimensions

Flight dynamics is the science of air vehicle orientation and control in three dimensions. The three critical flight dynamics parameters are the angles of rotation in three dimensions about the vehicle's center of gravity (cg), known as pitch, roll and yaw.

Verlet integration is a numerical method used to integrate Newton's equations of motion. It is frequently used to calculate trajectories of particles in molecular dynamics simulations and computer graphics. The algorithm was first used in 1791 by Jean Baptiste Delambre and has been rediscovered many times since then, most recently by Loup Verlet in the 1960s for use in molecular dynamics. It was also used by P. H. Cowell and A. C. C. Crommelin in 1909 to compute the orbit of Halley's Comet, and by Carl Størmer in 1907 to study the trajectories of electrical particles in a magnetic field . The Verlet integrator provides good numerical stability, as well as other properties that are important in physical systems such as time reversibility and preservation of the symplectic form on phase space, at no significant additional computational cost over the simple Euler method.

<span class="mw-page-title-main">Perturbation (astronomy)</span> Classical approach to the many-body problem of astronomy

In astronomy, perturbation is the complex motion of a massive body subjected to forces other than the gravitational attraction of a single other massive body. The other forces can include a third body, resistance, as from an atmosphere, and the off-center attraction of an oblate or otherwise misshapen body.

<span class="mw-page-title-main">Flight dynamics (spacecraft)</span> Application of mechanical dynamics to model the flight of space vehicles

Spacecraft flight dynamics is the application of mechanical dynamics to model how the external forces acting on a space vehicle or spacecraft determine its flight path. These forces are primarily of three types: propulsive force provided by the vehicle's engines; gravitational force exerted by the Earth and other celestial bodies; and aerodynamic lift and drag.

<i>N</i>-body simulation Simulation of a dynamical system of particles

In physics and astronomy, an N-body simulation is a simulation of a dynamical system of particles, usually under the influence of physical forces, such as gravity. N-body simulations are widely used tools in astrophysics, from investigating the dynamics of few-body systems like the Earth-Moon-Sun system to understanding the evolution of the large-scale structure of the universe. In physical cosmology, N-body simulations are used to study processes of non-linear structure formation such as galaxy filaments and galaxy halos from the influence of dark matter. Direct N-body simulations are used to study the dynamical evolution of star clusters.

<span class="mw-page-title-main">Orbit determination</span>

Orbit determination is the estimation of orbits of objects such as moons, planets, and spacecraft. One major application is to allow tracking newly observed asteroids and verify that they have not been previously discovered. The basic methods were discovered in the 17th century and have been continuously refined.

<span class="mw-page-title-main">Proper acceleration</span> Physical acceleration experienced by an object

In relativity theory, proper acceleration is the physical acceleration experienced by an object. It is thus acceleration relative to a free-fall, or inertial, observer who is momentarily at rest relative to the object being measured. Gravitation therefore does not cause proper acceleration, because the same gravity acts equally on the inertial observer. As a consequence, all inertial observers always have a proper acceleration of zero.

In general relativity, Lense–Thirring precession or the Lense–Thirring effect is a relativistic correction to the precession of a gyroscope near a large rotating mass such as the Earth. It is a gravitomagnetic frame-dragging effect. It is a prediction of general relativity consisting of secular precessions of the longitude of the ascending node and the argument of pericenter of a test particle freely orbiting a central spinning mass endowed with angular momentum .

In numerical analysis, leapfrog integration is a method for numerically integrating differential equations of the form

The Cauchy momentum equation is a vector partial differential equation put forth by Cauchy that describes the non-relativistic momentum transport in any continuum.

The Einstein–Infeld–Hoffmann equations of motion, jointly derived by Albert Einstein, Leopold Infeld and Banesh Hoffmann, are the differential equations of motion describing the approximate dynamics of a system of point-like masses due to their mutual gravitational interactions, including general relativistic effects. It uses a first-order post-Newtonian expansion and thus is valid in the limit where the velocities of the bodies are small compared to the speed of light and where the gravitational fields affecting them are correspondingly weak.

<span class="texhtml mvar" style="font-style:italic;">n</span>-body problem Problem in physics and celestial mechanics

In physics, the n-body problem is the problem of predicting the individual motions of a group of celestial objects interacting with each other gravitationally. Solving this problem has been motivated by the desire to understand the motions of the Sun, Moon, planets, and visible stars. In the 20th century, understanding the dynamics of globular cluster star systems became an important n-body problem. The n-body problem in general relativity is considerably more difficult to solve due to additional factors like time and space distortions.

In classical mechanics, the central-force problem is to determine the motion of a particle in a single central potential field. A central force is a force that points from the particle directly towards a fixed point in space, the center, and whose magnitude only depends on the distance of the object to the center. In a few important cases, the problem can be solved analytically, i.e., in terms of well-studied functions such as trigonometric functions.

Biology Monte Carlo methods (BioMOCA) have been developed at the University of Illinois at Urbana-Champaign to simulate ion transport in an electrolyte environment through ion channels or nano-pores embedded in membranes. It is a 3-D particle-based Monte Carlo simulator for analyzing and studying the ion transport problem in ion channel systems or similar nanopores in wet/biological environments. The system simulated consists of a protein forming an ion channel (or an artificial nanopores like a Carbon Nano Tube, CNT), with a membrane (i.e. lipid bilayer) that separates two ion baths on either side. BioMOCA is based on two methodologies, namely the Boltzmann transport Monte Carlo (BTMC) and particle-particle-particle-mesh (P3M). The first one uses Monte Carlo method to solve the Boltzmann equation, while the later splits the electrostatic forces into short-range and long-range components.

Orbit modeling is the process of creating mathematical models to simulate motion of a massive body as it moves in orbit around another massive body due to gravity. Other forces such as gravitational attraction from tertiary bodies, air resistance, solar pressure, or thrust from a propulsion system are typically modeled as secondary effects. Directly modeling an orbit can push the limits of machine precision due to the need to model small perturbations to very large orbits. Because of this, perturbation methods are often used to model the orbit in order to achieve better accuracy.

References