Squeezing light to detect more gravitational waves

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This article appeared in the fall print issue of Popular Science, but I missed that this article had also been published online.

Something called ‘squeezed light’ is about to give us a closer look at cosmic goldmines

Gravitational wave detection is going through an even tighter squeeze.

For Popular Science:

In 2015, scientists caught evidence of a ­cosmic throwdown that took place 1.3 billion light-​years away. They spied this binary black-hole collision by capturing gravitational waves—­ripples in spacetime created when massive objects ­interact—​for the first time. But now physicists want to see even farther. Doing so could help them accurately measure waves cast off by colliding neutron stars, impacts that might be the source of many Earthly elements, including gold. For that, they need the most sensitive gravitational-wave detectors ever.

The devices that nab waves all rely on the same mechanism. The U.S.-based Laser Interferometer Gravitational-Wave Observatory (LIGO) and its European counterpart, Virgo, fire lasers down two mile-plus-long arms with mirrors at their ends. Passing waves wiggle the mirrors less than the width of an atom, and scientists measure the ripples based on when photons in the laser light bounce off them and come back. Ordinarily, photons exit the lasers at random intervals, so the signals are fuzzy.

[Read the rest at Popular Science]


The secret to good digital animation is physics

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This article is a little different from the fare you’re used to getting from me: it’s for SIAM News, which is the magazine for members of the Society for Industrial and Applied Mathematics (SIAM). The audience for this magazine, in other words, is professional mathematicians and related researchers working in a wide variety of fields. While the article contains equations, I wrote it to be understandable even if you skip over the math.

The Serious Mathematics of Digital Animation

For SIAM News:

While computer simulations have a wide range of uses, their goals are generally similar: find the simplest model that recreates the properties of the system under investigation. For scientific systems, this involves matching observed or experimental phenomena as precisely as necessary.

But what about movie simulations? Should they match the processes they replicate so closely? Computer-generated imagery (CGI) is a common feature in both animated and live-action films. For these CGI systems, creating visuals that look right is an important task. However, Joseph Teran of the University of California, Los Angeles believes that starting from physical models is still a good idea.

During his invited address at the 2018 SIAM Annual Meeting, held in Portland, Ore., this July, Teran pointed out that beginning with a mathematical system is often easier than drawing from real life. Many movies model a system’s various forces and internal structures with partial differential equations (PDEs) for this reason. While solving these equations to produce CGI is computationally expensive, such methods have become powerful tools for creating realistic visual cinematic effects.

[Read the rest at SIAM News]