Geology 5640/6640 Introduction to Seismology 18 Feb 2015 © A.R. Lowry 2015 Last time: Spherical Coordinates; Ray Theory Spherical coordinates express vector.

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Geology 5640/6640 Introduction to Seismology 18 Feb 2015 © A.R. Lowry 2015 Last time: Spherical Coordinates; Ray Theory Spherical coordinates express vector positions in terms of a distance r and angles , . This frame transforms the Laplacian,  2, to e.g.: The spherically symmetric solution to the wave equation is of the form  (r,t) = f(t±r/  )/r … The 1/r decay of amplitude is called spherical spreading. Ray Theory approximates wave propagation by rays (= normals to wavefronts = propagation paths) with infinite frequency ( = 0 ). This approach is relatively simple but misrepresents diffractions & resolution. Read for Fri 20 Feb: S&W (§3.4)

Ray Theory represents the full wavefield in skeletal form, in terms of travel-times along propagation paths. Pros: It’s relatively simple (analogous to optics) Can be used for many problems, including: – Determination of earth structure – Locating earthquakes – Tomographic inversion for earth structure (We saw some of these Friday) Cons: Accurate only for infinite frequency waves ( = 0 ). So, It images structures on scales of order ≤ poorly (i.e., it can’t reproduce “wavefront healing” or other diffraction-related phenomena; poorly represents steep velocity gradients).

Here we return to Snell’s Law. Consider a wave in a constant-velocity medium: We can write sin  =  s/  x or equivalently  x sin  =  s = V  t. Thus, which we call the ray parameter.

We can alternatively write the wave velocity V in terms of a “ wave slowness ” u, where In that case, we can write the ray parameter p as Both of these terms/concepts, slowness and the ray parameter, are extremely important in seismology… So count on seeing them again often in this class. Examples:

Now consider a two-layer medium: In the top layer, In the bottom layer, However,  t/  x must be the same above and below the interface… And hence p 1 = p 2. Equivalently then, i.e., Snell’s Law ! Hence the ray parameter is important because it is a constant everywhere along the propagation path!

Snell’s law for seismic rays is identical to that for optics, which is why we call ray theory the optical representation. We can approximate any vertical velocity profile as a stack of constant-velocity layers (e.g., a gradient approximated by discrete steps). Since the ray parameter must be constant,

If velocity continues to increase with depth, eventually one of two things happens. Either: 1) The ray follows the interface: Or: 2) The ray reflects with no transmitted wave:

We refer to the angle (from vertical!) at which a particular ray initially leaves its source (earthquake, explosion, whatever) as the take-off angle. It is usually denoted as   : Note that a source can produce an infinite number of rays, each with a different take-off angle!

For homogeneous, isotropic layers: 1) Ray parameter p is constant along a given ray path. 2) A smaller take-off angle translates to greater distance to where the ray path emerges at the surface (& a smaller ray parameter). 3) For a given velocity structure, every ray parameter maps to some distance (  ) from the starting point, and corresponding travel-time T = f(V).

If we plot T vs. x (or Δ)… Remember the plots of the seismic phases show in previous lectures? The slope of the line gives the ray parameter for the phase arriving at that given Δ! Plots like this are common in seismology; called “ T-X ” or “ T-  ” or “time-distance” plots. Note the emphasis that is being placed here: The skeletalized information from the wavefield here is the travel-time ; the information we are extracting about the Earth is velocity along the ray!

Time vs Distance : Since we now have a simple formula for geometry of ray paths (Snell’s Law), if we know the velocity structure we can derive equations to describe T-X for a given ray from T(p,u) and X(p,u). Consider a segment ds of a raypath: Here, Since p = u sin , sin  = p/u,

We can rearrange dz/ds as: Then using the chain rule: And plugging in our raypath relations: If we multiply both sides by dz and integrate: But p is a constant! So Going the Distance…