Impulse and Momentum

Learning Objectives

  • Define linear momentum and impulse as vector quantities.
  • Apply the Impulse-Momentum Theorem to solve for force, time, or velocity changes.
  • State and apply the principle of Conservation of Linear Momentum.
  • Analyze 1D and 2D collisions, distinguishing between elastic, inelastic, and perfectly inelastic collisions.
  • Use the coefficient of restitution to quantify the elasticity of collisions.
  • Analyze variable mass systems using the Tsiolkovsky rocket equation.
In mechanics, understanding how forces act over time is crucial for analyzing impacts, crashes, and explosions. This is the realm of impulse and momentum. While the Work-Energy theorem deals with forces acting over a distance, the Impulse-Momentum theorem deals with forces acting over time. This distinction is critical because in many real-world scenarios—like a car crash, a hammer striking a nail, or a jet engine providing thrust—the force is not constant and acts over a very short duration. We cannot easily measure the force or the distance during the impact, but we can measure the velocities before and after.

Center of Mass Frame

Center of Mass Frame Concepts

Before analyzing collisions, it is helpful to define the center of mass (CM) velocity. For a system of particles, the CM moves with a constant velocity if no external forces act on the system.

Center of Mass Velocity

Calculates the velocity of the center of mass for a system of particles.

v⃗cm=Σmiv⃗iΣmi=P⃗totalMtotal\vec{v}_{cm} = \frac{\Sigma m_i \vec{v}_i}{\Sigma m_i} = \frac{\vec{P}_{total}}{M_{total}}

Variables

SymbolDescriptionUnit
v⃗cm\vec{v}_{cm}Center of mass velocitym/s\text{m/s}
mim_iMass of individual particlekg
v⃗i\vec{v}_iVelocity of individual particlem/s\text{m/s}
P⃗total\vec{P}_{total}Total momentum of the systemkg⋅m/s\text{kg} \cdot \text{m/s}
MtotalM_{total}Total mass of the systemkg

Center of Mass Frame Concepts

In the CM reference frame, the total momentum of the system is always identically zero. This makes analyzing complex collisions (especially in 2D or 3D) mathematically much simpler.

Linear Momentum (pp)

Linear Momentum (pp) Concepts

Momentum is a measure of "how hard it is to stop" an object. It depends on both how massive the object is and how fast it's moving.

Linear Momentum (p⃗\vec{p})

The product of an object's mass and its velocity. It is a vector quantity, pointing in the same direction as the velocity. The SI unit is kg⋅m/s\text{kg} \cdot \text{m/s}.

Linear Momentum

Calculates the linear momentum of an object.

p⃗=mv⃗\vec{p} = m\vec{v}

Variables

SymbolDescriptionUnit
p⃗\vec{p}Linear momentum vectorkg⋅m/s\text{kg} \cdot \text{m/s}
mmMass of the objectkg
v⃗\vec{v}Velocity vectorm/s\text{m/s}

Linear Momentum (pp) Concepts

Newton actually formulated his Second Law in terms of momentum, not acceleration. The net force on an object is equal to the rate of change of its momentum.

Newton's Second Law in terms of Momentum

Expresses the net force as the rate of change of momentum.

ΣF⃗=dp⃗dt=d(mv⃗)dt\Sigma \vec{F} = \frac{d\vec{p}}{dt} = \frac{d(m\vec{v})}{dt}

Variables

SymbolDescriptionUnit
ΣF⃗\Sigma \vec{F}Net force vectorN
p⃗\vec{p}Momentum vectorkg⋅m/s\text{kg} \cdot \text{m/s}
ttTimes
mmMasskg
v⃗\vec{v}Velocity vectorm/s\text{m/s}

Linear Momentum (pp) Concepts

If mass is constant, this simplifies to our familiar F=maF=ma. However, this general form is powerful because it allows us to analyze systems where mass is changing, like a rocket burning fuel.

Impulse (JJ)

Impulse (JJ) Concepts

If momentum is the "amount of motion," then impulse is the "change in motion" caused by a force acting over a time interval.

Impulse (J⃗\vec{J})

The integral of a force over the time interval during which it acts. It is a vector quantity, pointing in the same direction as the force. The SI unit is N⋅s\text{N} \cdot \text{s} (which is equivalent to kg⋅m/s\text{kg} \cdot \text{m/s}).

Impulse

Calculates the impulse delivered by a variable or constant force.

J⃗=∫titfF⃗(t) dt\vec{J} = \int_{t_i}^{t_f} \vec{F}(t) \, dtJ⃗=F⃗avgΔt\vec{J} = \vec{F}_{avg} \Delta t

Variables

SymbolDescriptionUnit
J⃗\vec{J}Impulse vectorN⋅s\text{N} \cdot \text{s}
F⃗(t)\vec{F}(t)Force as a function of timeN
tit_iInitial times
tft_fFinal times
F⃗avg\vec{F}_{avg}Average forceN
Δt\Delta tTime intervals

Impulse (JJ) Concepts

For a constant force, the calculation simplifies to multiplying the average force by the time interval.

Impulse (JJ) Concepts

Graphically, impulse is the area under a Force vs. Time curve. This is why airbags and crumple zones save lives in car crashes. They increase the time (Δt\Delta t) over which a passenger's momentum is reduced to zero. By increasing the time, the average force (F⃗avg\vec{F}_{avg}) required to deliver the necessary impulse (J⃗\vec{J}) decreases significantly.

Interactive Simulation: Impulse and Momentum

Use this impulse model to see how the same change in momentum can be produced by different force-time combinations.

Impulse-Momentum Force-Pulse Simulator

Concept and model scope

Start a cart from rest and scrub through an idealized force pulse. The shaded force-time area grows with elapsed contact time, giving the cumulative impulse J(t) and the cart's current velocity change Δv(t) = J(t)/m.

Model scope: Use the displayed units and idealizations, then verify the governing balance or compatibility equation before interpreting the result.

Idealized Force Pulse
Peak Force

Peak Force

Peak Force is an adjustable engineering parameter. The displayed result and geometry should update directly from this value.

Range: 100–3000 N. Step: 50 N.

900 N
Contact Duration (Δt)

Contact Duration (Δt)

Contact Duration (Δt) is an adjustable engineering parameter. The displayed result and geometry should update directly from this value.

Range: 0.02–1.00 s. Step: 0.01 s.

0.18 s
Cart Mass

Cart Mass

Cart Mass is an adjustable engineering parameter. The displayed result and geometry should update directly from this value.

Range: 0.5–20.0 kg. Step: 0.5 kg.

3.0 kg
Normalized Contact Time

Normalized Contact Time

Normalized Contact Time is an adjustable engineering parameter. The displayed result and geometry should update directly from this value.

Range: 0.00–1.00. Step: 0.01.

0.65
Governing Relations
Impulse-Momentum TheoremJ(t)=∫0tF(τ) dτ=m Δv(t)J(t)=\int_0^t F(\tau)\,d\tau=m\,\Delta v(t)
Total Pulse ImpulseJ=12FpeakΔtJ=\tfrac12F_{peak}\Delta t
Force-time pulse and cumulative impulse responseFtt = 0.117 s / 0.180 sshaded area = J(t)F(t)Δv(t)
Current Force
630.0 N
Current Impulse J(t)
61.2 N·s
Current Δv
20.39 m/s
Final Δv
27.00 m/s

Cart translation is a schematic time-progress indicator; the quantitative teaching result is the force-time area and the corresponding momentum change.

Impulse as Area under a Force-Time Curve

The area under a force-time history is the impulse. A longer stopping interval can reduce average force for the same momentum change.

Triangular force-time pulse whose shaded area represents impulse

The Impulse-Momentum Theorem

The Impulse-Momentum Theorem Concepts

Just as the Work-Energy theorem connects work and kinetic energy, the Impulse-Momentum theorem connects impulse and momentum.

The Impulse-Momentum Theorem

The net impulse exerted on a particle is equal to the change in the particle's momentum.

The Impulse-Momentum Theorem

Relates the net impulse applied to an object to its change in momentum.

J⃗net=Δp⃗=p⃗f−p⃗i=mv⃗f−mv⃗i\vec{J}_{net} = \Delta \vec{p} = \vec{p}_f - \vec{p}_i = m\vec{v}_f - m\vec{v}_i

Variables

SymbolDescriptionUnit
J⃗net\vec{J}_{net}Net impulse vectorN⋅s\text{N} \cdot \text{s}
Δp⃗\Delta \vec{p}Change in momentum vectorkg⋅m/s\text{kg} \cdot \text{m/s}
p⃗f\vec{p}_fFinal momentum vectorkg⋅m/s\text{kg} \cdot \text{m/s}
p⃗i\vec{p}_iInitial momentum vectorkg⋅m/s\text{kg} \cdot \text{m/s}
mmMasskg
v⃗f\vec{v}_fFinal velocity vectorm/s\text{m/s}
v⃗i\vec{v}_iInitial velocity vectorm/s\text{m/s}

The Impulse-Momentum Theorem Concepts

This theorem is essentially Newton's Second Law rewritten to focus on the time interval over which a force acts.

Conservation of Linear Momentum

Conservation of Linear Momentum Concepts

The true power of momentum lies in analyzing systems of interacting particles. When two objects collide, the forces they exert on each other are internal to the system. By Newton's Third Law, these forces are equal and opposite, so the impulses they impart to each other are also equal and opposite (J⃗1 on 2=−J⃗2 on 1\vec{J}_{1 \text{ on } 2} = -\vec{J}_{2 \text{ on } 1}).

This leads to a profound conclusion.

Conservation of Linear Momentum

If the net external force on a system is zero (ΣF⃗ext=0\Sigma \vec{F}_{ext} = 0), then the total linear momentum of the system is conserved (remains constant).

Conservation of Linear Momentum

States that total momentum before a collision equals total momentum after a collision for a closed system.

P⃗total,i=P⃗total,f\vec{P}_{total, i} = \vec{P}_{total, f}m1v⃗1i+m2v⃗2i=m1v⃗1f+m2v⃗2fm_1\vec{v}_{1i} + m_2\vec{v}_{2i} = m_1\vec{v}_{1f} + m_2\vec{v}_{2f}

Variables

SymbolDescriptionUnit
P⃗total\vec{P}_{total}Total momentum vectorkg⋅m/s\text{kg} \cdot \text{m/s}
m1,m2m_1, m_2Masses of interacting objectskg
v⃗1i,v⃗2i\vec{v}_{1i}, \vec{v}_{2i}Initial velocity vectorsm/s\text{m/s}
v⃗1f,v⃗2f\vec{v}_{1f}, \vec{v}_{2f}Final velocity vectorsm/s\text{m/s}
i,fi, fInitial and final states-

Vector Conservation of Momentum

Momentum is a vector quantity. This means momentum must be conserved in each spatial dimension independently. In a 2D collision on an x-y plane:

Σpxi=ΣpxfΣpyi=Σpyf\begin{aligned} \Sigma p_{xi} &= \Sigma p_{xf} \\ \Sigma p_{yi} &= \Sigma p_{yf} \end{aligned}

Interactive Simulation: Collision Momentum

Use this smooth-contact planar collision model to resolve velocity into normal and tangential components. The simulation conserves momentum in both Cartesian directions and applies restitution only along the line of impact.

2D Collision Momentum Simulator

Concept and model scope

Model a smooth planar impact at the instant the two bodies touch. Their centers lie on the selected line of impact; momentum is conserved in x and y, restitution acts only on the normal components, and tangential components remain unchanged because frictional impulse is neglected.

Model scope: Use the displayed units and idealizations, then verify the governing balance or compatibility equation before interpreting the result.

Closing impact

Body A

Mass A

Mass A

Mass A is an adjustable engineering parameter. The displayed result and geometry should update directly from this value.

Range: 0.5–8.0 kg. Step: 0.5 kg.

2.0 kg
Speed A

Speed A

Speed A is an adjustable engineering parameter. The displayed result and geometry should update directly from this value.

Range: 0.00–10.00 m/s. Step: 0.25 m/s.

6.00 m/s
Direction A

Direction A

Direction A is an adjustable engineering parameter. The displayed result and geometry should update directly from this value.

Range: -180–180 °. Step: 5 °.

10 °

Body B

Mass B

Mass B

Mass B is an adjustable engineering parameter. The displayed result and geometry should update directly from this value.

Range: 0.5–8.0 kg. Step: 0.5 kg.

3.0 kg
Speed B

Speed B

Speed B is an adjustable engineering parameter. The displayed result and geometry should update directly from this value.

Range: 0.00–10.00 m/s. Step: 0.25 m/s.

2.00 m/s
Direction B

Direction B

Direction B is an adjustable engineering parameter. The displayed result and geometry should update directly from this value.

Range: -180–180 °. Step: 5 °.

190 °
Line-of-impact angle

Line-of-impact angle

Line-of-impact angle is an adjustable engineering parameter. The displayed result and geometry should update directly from this value.

Range: -90–90 °. Step: 5 °.

0 °
Coefficient of restitution

Coefficient of restitution

Coefficient of restitution is an adjustable engineering parameter. The displayed result and geometry should update directly from this value.

Range: 0.00–1.00. Step: 0.05.

0.50

Normal / tangential decomposition

A: uₙ = 5.91 m/s, uₜ = 1.04 m/s

B: uₙ = -1.97 m/s, uₜ = -0.35 m/s

BeforenABA: (5.91, 1.04) m/sB: (-1.97, -0.35) m/sAfternABA: (-1.18, 1.04) m/sB: (2.76, -0.35) m/s
pₓ before → after
5.91 → 5.91 kg·m/s
pᵧ before → after
1.04 → 1.04 kg·m/s
Restitution check
0.500
Kinetic-energy loss
27.93 J
Momentum residual
8.88e-16 kg·m/s
Relative normal approach
7.88 m/s

Center-of-mass frame

COM velocity = (1.18, 0.21) m/s. The total momentum in this frame is zero before and after impact.

A: (4.73, 0.83) → (-2.36, 0.83) m/s

B: (-3.15, -0.56) → (1.58, -0.56) m/s

Circle size is schematic and does not encode mass. The selected line of impact determines the contact-normal direction.

Variable Mass Systems: Rocket Equation

Variable Mass Systems: Rocket Equation Concepts

A classic application of the generalized Newton's Second Law (ΣF⃗=dp⃗dt\Sigma \vec{F} = \frac{d\vec{p}}{dt}) is analyzing systems where mass is continuously ejected or accumulated, such as a rocket.

A rocket accelerates by ejecting mass (exhaust gas) backwards at a high relative velocity (vev_e). Conservation of momentum gives the Tsiolkovsky rocket equation, which relates the change in velocity (Δv\Delta v) to the effective exhaust velocity (vev_e) and the initial (mim_i) and final (mfm_f) mass of the rocket:

Tsiolkovsky Rocket Equation

Calculates the change in velocity of a rocket based on its exhaust velocity and mass ratio.

Δv=veln⁡(mimf)\Delta v = v_e \ln\left(\frac{m_i}{m_f}\right)

Variables

SymbolDescriptionUnit
Δv\Delta vChange in velocitym/s\text{m/s}
vev_eEffective exhaust velocitym/s\text{m/s}
mim_iInitial mass (including fuel)kg
mfm_fFinal mass (after fuel is burned)kg

Variable Mass Systems: Rocket Equation Concepts

For the ideal momentum-only rocket model, the thrust magnitude is commonly written T=m˙veT=\dot{m}v_e, where m˙\dot{m} is the positive exhaust mass-flow rate. A real rocket's complete thrust expression can also include a nozzle pressure term, so the ideal rocket equation must not be interpreted as a complete launch-trajectory model.

Variable-Mass Momentum Exchange

The rocket gains forward momentum as propellant mass is ejected backward. The ideal velocity increment depends logarithmically on mass ratio.

Rocket moving forward while exhaust mass is expelled backward at an effective relative exhaust speed

Types of Collisions

Types of Collisions Concepts

While total momentum is always conserved in a collision (if external forces are negligible), kinetic energy is not necessarily conserved. Collisions are classified by what happens to the total kinetic energy.

  • Elastic Collisions: Both momentum and total kinetic energy are conserved. The objects bounce off each other perfectly without any loss of mechanical energy to heat or deformation. Example: Billiard balls (approximately), gas molecules.
  • Inelastic Collisions: Momentum is conserved, but kinetic energy is not. Some kinetic energy is converted into internal energy (heat, sound, deformation). Most real-world macroscopic collisions are inelastic.
  • Perfectly Inelastic Collisions: A specific type of inelastic collision where the objects stick together and move with a common final velocity after the impact. This results in the maximum possible loss of kinetic energy (though momentum is still conserved).

Coefficient of Restitution (ee)

Coefficient of Restitution (ee) Concepts

The degree of elasticity in a 1D collision is quantified by the coefficient of restitution, ee. It relates the relative speeds of approach and separation.

Coefficient of Restitution (ee)

The ratio of the relative speed of separation after collision to the relative speed of approach before collision.

Coefficient of Restitution

Quantifies the elasticity of a 1D collision.

e=v2f−v1fv1i−v2ie = \frac{v_{2f} - v_{1f}}{v_{1i} - v_{2i}}

Variables

SymbolDescriptionUnit
eeCoefficient of restitution-
v1i,v2iv_{1i}, v_{2i}Initial velocitiesm/s\text{m/s}
v1f,v2fv_{1f}, v_{2f}Final velocitiesm/s\text{m/s}

Coefficient of Restitution (ee) Concepts

  • e=1e = 1: Perfectly elastic collision.
    • 0<e<10 < e < 1: Inelastic collision.
    • e=0e = 0: Perfectly inelastic collision (objects stick together, v1f=v2fv_{1f} = v_{2f}).

Collisions in Two Dimensions

Vector Conservation

In two-dimensional collisions, such as a glancing blow in billiards or a vehicle intersection crash, momentum is conserved independently in both the xx and yy directions. The principles are the same as 1D collisions, but require the use of vector components.

2D Momentum Conservation Equations

The separated x and y component equations for conservation of linear momentum.

∑pxi=∑pxf  ⟹  m1v1ix+m2v2ix=m1v1fx+m2v2fx∑pyi=∑pyf  ⟹  m1v1iy+m2v2iy=m1v1fy+m2v2fy\begin{aligned} \sum p_{xi} &= \sum p_{xf} \implies m_1 v_{1ix} + m_2 v_{2ix} = m_1 v_{1fx} + m_2 v_{2fx} \\ \sum p_{yi} &= \sum p_{yf} \implies m_1 v_{1iy} + m_2 v_{2iy} = m_1 v_{1fy} + m_2 v_{2fy} \end{aligned}

Variables

SymbolDescriptionUnit
pxp_{x}Momentum in x-directionkg⋅m/s\text{kg} \cdot \text{m/s}
pyp_{y}Momentum in y-directionkg⋅m/s\text{kg} \cdot \text{m/s}

Restitution Along the Line of Impact

For a smooth two-body impact, resolve each velocity into a component normal to the contact plane (along the line of impact) and a tangential component. The contact impulse acts along the normal direction, so the tangential components remain unchanged. The model must only be applied when the pre-impact normal relative velocity is closing.

Normal Restitution Relation

Relates the normal relative separation speed to the normal relative approach speed for a smooth impact.

e=v2n,f−v1n,fv1n,i−v2n,ie = \frac{v_{2n,f}-v_{1n,f}}{v_{1n,i}-v_{2n,i}}

Variables

SymbolDescriptionUnit
eeCoefficient of restitutiondimensionless
v1n,i,v2n,iv_{1n,i}, v_{2n,i}Initial normal velocity componentsm/s
v1n,f,v2n,fv_{1n,f}, v_{2n,f}Final normal velocity componentsm/s
Two-Dimensional Momentum Components

Momentum is conserved independently in the x and y directions; a vector result cannot be replaced by a one-dimensional scalar balance.

Two perpendicular vehicle momentum vectors combining into a two-dimensional final momentum vector
Key Takeaways
  • Momentum (p⃗=mv⃗\vec{p} = m\vec{v}) is a vector describing the "amount of motion." The net force equals the rate of change of momentum.
  • Impulse (J⃗=∫F⃗dt\vec{J} = \int \vec{F} dt) is a vector describing the "change in motion." It equals the change in momentum (J⃗=Δp⃗\vec{J} = \Delta\vec{p}).
  • The Conservation of Momentum principle states that the total momentum of a system is constant if no net external forces act on it.
  • In Elastic collisions, both momentum and kinetic energy are conserved. In Inelastic collisions, only momentum is conserved; kinetic energy is lost. The Coefficient of Restitution quantifies this.