Motion Graphs and Calculus
The velocity–time graph
gave us two treasures: the gradient was the acceleration, and the
area underneath was the distance. Reading those off a straight line was easy —
gradients of straight lines, areas of triangles and rectangles. But real motion is rarely so
tidy. A sprinter, a bouncing ball, a car easing off the throttle: their graphs
curve, and the acceleration is changing from one instant to the next.
The suvat equations you may have met only work when the acceleration
is constant. Calculus lifts that restriction completely. It
gives us the exact same two operations — gradient and area — but sharpened so
they work on any curve, at any instant. Those two operations
have names: differentiation (the instantaneous gradient) and
integration (the exact area). Master them and you can describe motion of every
kind, not just the straight-line special case.
Velocity is the gradient of the displacement–time graph
Displacement s tells you where the object is; velocity
v tells you how fast that position is changing. On a
displacement–time graph, "how fast the position is changing" is precisely the steepness of the
curve — its gradient.
Taken over a whole straight segment that is just \Delta s / \Delta t;
taken at a single instant it is the gradient of the tangent line, and we write
it with Leibniz's derivative symbol:
v = \dfrac{\mathrm{d}s}{\mathrm{d}t}.
Read \dfrac{\mathrm{d}s}{\mathrm{d}t} as "the rate of change of
s with respect to t" — the limit of
\Delta s / \Delta t as the time interval shrinks to zero. The
sign carries the direction: a positive gradient means s
is growing (moving the positive way), a negative gradient means it is shrinking (moving back the
other way), and a flat spot (zero gradient) is the instant the object is momentarily at rest.
Acceleration is the gradient of the velocity–time graph
Apply the very same idea one level up. Acceleration a is how fast the
velocity is changing, so it is the gradient of the velocity–time graph:
a = \dfrac{\mathrm{d}v}{\mathrm{d}t}.
And because v was itself the derivative of s,
acceleration is the derivative of a derivative — the second derivative of
displacement:
a = \dfrac{\mathrm{d}v}{\mathrm{d}t} = \dfrac{\mathrm{d}}{\mathrm{d}t}\!\left(\dfrac{\mathrm{d}s}{\mathrm{d}t}\right) = \dfrac{\mathrm{d}^2 s}{\mathrm{d}t^2}.
So a single displacement function s(t) holds the whole story:
differentiate once for the velocity, differentiate again for the acceleration. Each step trades
a graph for the graph of its slope.
Worked example: differentiate s(t) down to a(t)
Suppose an object moves so that its displacement in metres after
t seconds is
s = 3t^2 + 2t.
Step 1 — velocity. Differentiate term by term with the
power rule
(bring the power down, drop it by one):
v = \dfrac{\mathrm{d}s}{\mathrm{d}t} = 2\cdot 3\,t^{2-1} + 1\cdot 2\,t^{1-1} = 6t + 2.
Step 2 — acceleration. Differentiate once more:
a = \dfrac{\mathrm{d}v}{\mathrm{d}t} = 6.
The acceleration is a plain 6\ \text{m/s}^2 — constant, because
s was quadratic. At t = 0 the object is
already moving: v = 6(0) + 2 = 2\ \text{m/s}, its starting velocity.
By t = 4\ \text{s} it has sped up to
v = 6(4) + 2 = 26\ \text{m/s}. Notice how the units drop out of each
step: metres for s, metres per second for v,
metres per second per second for a.
Going the other way: integration recovers the graph
Differentiation walks down the chain, s \to v \to a, taking
gradients. Integration walks back up it, a \to v \to s,
taking areas. The
definite integral
is exactly "the area under a curve", so:
v = \int a \,\mathrm{d}t, \qquad\qquad s = \int v \,\mathrm{d}t.
The area under the acceleration–time graph is the change in
velocity; the area under the velocity–time graph is the change
in displacement — the very rule the velocity–time page used for triangles and
rectangles, now good for any shape.
Worked example. A trolley starts from rest and its acceleration grows as
a = 6t (in \text{m/s}^2). Integrate to get
the velocity:
v = \int 6t \,\mathrm{d}t = 3t^2 + C.
It starts from rest, so v = 0 when t = 0,
which forces C = 0 and gives v = 3t^2.
Integrate again for the displacement (starting at s = 0):
s = \int 3t^2 \,\mathrm{d}t = t^3 + C = t^3.
Differentiating s = t^3 straight back gives
v = 3t^2 and then a = 6t — a neat check
that the two operations really do undo one another. The constant
C is not a nuisance: it is where the initial conditions
(starting position, starting velocity) enter the problem.
suvat is just the constant-acceleration special case
Where do the familiar suvat equations come from? They are simply what
integration gives when the acceleration a is a constant.
Start there and integrate once, with initial velocity u:
v = \int a \,\mathrm{d}t = at + C, \quad v = u \text{ at } t=0 \;\Rightarrow\; v = u + at.
That is the first suvat equation. Integrate the velocity to get the displacement (with
s = 0 at t = 0):
s = \int (u + at)\,\mathrm{d}t = ut + \tfrac{1}{2}at^2.
The second suvat equation, falling straight out of the calculus. The lesson: suvat is not a
separate rulebook to memorise — it is the special output of integration when, and only when,
a is constant. The moment the acceleration varies, suvat breaks,
but v = \int a\,\mathrm{d}t and
s = \int v\,\mathrm{d}t carry on working.
For one-dimensional motion with displacement s(t):
-
Differentiate to go down. Velocity is the gradient of displacement,
v = \dfrac{\mathrm{d}s}{\mathrm{d}t}; acceleration is the gradient
of velocity, a = \dfrac{\mathrm{d}v}{\mathrm{d}t} = \dfrac{\mathrm{d}^2 s}{\mathrm{d}t^2}.
-
Integrate to go up. Velocity is the area under the acceleration graph,
v = \int a\,\mathrm{d}t; displacement is the area under the
velocity graph, s = \int v\,\mathrm{d}t.
-
suvat is the special case where a is constant,
giving v = u + at and
s = ut + \tfrac{1}{2}at^2.
When there is no formula, read the graph
Often you are handed a graph — from a data logger, a motion sensor, a crash test — with
no equation at all. Calculus still tells you exactly what to do, because the
two operations have direct graphical meanings:
-
Need velocity from a displacement–time graph? Take the gradient — draw a
tangent at the instant you care about and measure its slope.
-
Need acceleration from a velocity–time graph? Again the gradient of the
tangent.
-
Need displacement from a velocity–time graph? Take the area — count squares
under the curve, or split it into strips (that is exactly what a
definite integral
does in the limit).
The direction you travel decides which tool you reach for: gradient to go
s \to v \to a, area to go
a \to v \to s.
Watch the gradient become the velocity
Below is a displacement–time graph, s(t) = t^2, drawn in one colour,
and its velocity graph v(t) = \frac{\mathrm{d}s}{\mathrm{d}t} = 2t
drawn dashed. Drag the time slider: a tangent line rides along the curved
displacement graph, and its slope is read off as the velocity. Watch how that
slope always matches the height of the dashed velocity line directly below or
above it — because the gradient of s at time
t is the value of v at that time.
Early on the curve is gentle (small velocity); later it steepens (larger velocity), exactly as
v = 2t predicts.
The single most common slip is running the machine backwards. Keep the two
directions straight:
-
Gradient (differentiate) goes DOWN:
s \to v \to a. If you are asked for velocity or acceleration
from a displacement graph, you take slopes.
-
Area (integrate) goes UP: a \to v \to s. If you
are asked for velocity or displacement from an acceleration or velocity graph, you
take areas. Taking the area of a displacement–time graph, or the gradient of
an acceleration–time graph, is meaningless — those go the wrong way.
Two more traps. First, suvat only works for constant
acceleration; the calculus relations
v = \frac{\mathrm{d}s}{\mathrm{d}t} and
s = \int v\,\mathrm{d}t work always — reach for suvat only after you
have checked a is constant. Second, a gradient's sign is not
decoration: a negative gradient on a displacement–time graph means the object is moving
in the negative direction (heading back), not that it has stopped — it stops only where
the gradient is exactly zero.
This is not a coincidence of curricula: motion is why calculus exists. In the 1660s
Isaac Newton set out to describe how the planets and falling apples move, and found the ordinary
algebra of the day could not handle a quantity whose rate of change is itself always changing.
So he invented the "method of fluxions" — his term for derivatives — precisely to compute a
velocity as the instantaneous rate of change of position. The
\frac{\mathrm{d}s}{\mathrm{d}t} you just used is, almost unchanged, the
tool he built for this exact job (the tidy \mathrm{d} notation is
Leibniz's, who developed the same calculus independently).
And the chain does not stop at acceleration. Differentiate once more and you get
jerk, j = \frac{\mathrm{d}a}{\mathrm{d}t} — the rate
of change of acceleration. Jerk is what you physically feel as a sudden lurch: a smooth car
eases onto and off the brakes so the acceleration changes gradually (low jerk),
while a clumsy stab at the pedal snaps your head forward (high jerk). Roller-coaster and lift
engineers design specifically to limit jerk. Keep going and engineers even name the next
derivatives — snap, crackle and pop.