Seismic modeling is a fundamental technique in geophysics used to simulate how seismic waves travel through the Earth. It helps geoscientists understand subsurface structures and is essential in exploration seismology, earthquake seismology, and geotechnical studies.
Seismic modeling involves using mathematical and computational methods to simulate the propagation of seismic waves through the Earth. It allows us to:
🧠 Main Types of Seismic Modeling
Uses ray theory (high-frequency approximation) to trace the paths of seismic energy.
Solves the full wave equation to simulate wavefields. More accurate and computationally intensive.
Before running a simulation, you need to define:
Seismic ray tracing is a method used in geophysics to model how seismic waves travel through the Earth. It's based on the principles of geometrical optics, similar to how light rays bend and reflect when moving through different media. In seismic applications, ray tracing helps us understand the paths, travel times, and amplitudes of seismic waves as they move through subsurface layers with varying velocities.
Key Concepts of Seismic Ray Tracing
1. Seismic Rays:
2. Snell’s Law:
3. Types of Rays:
4. Travel Time Calculation:
🛠️ Applications of Seismic Ray Tracing
A common output might include:
· Ray paths plotted over a velocity model.
· Travel-time curves (arrival time vs. offset).
· Amplitude information if ray-based amplitude modeling is included.
Used for: Simple horizontally layered or piecewise homogeneous media.
· Solves travel times and ray paths using exact formulas.
· Fast and efficient for basic Earth models.
· Doesn’t handle curved interfaces, velocity gradients, or complex geology.
Used for: Complex velocity models where you want the ray to connect a source and a receiver.
· Start with an initial take-off angle from the source.
· Integrate the ray path numerically through the model.
· Adjust the angle iteratively to hit the receiver.
· Solves the eikonal equations using ray theory
· Uses methods like Runge-Kutta for numerical integration.
· Can miss the receiver if the initial guess is poor.
· Sensitive to caustics and triplications.
Used for: Smoothly varying velocity models.
· Iteratively adjusts the ray path to minimize travel time using Fermat’s principle.
· Assumes the ray path should bend smoothly in high-gradient velocity zones.
· Start with an initial guess of ray path.
· Apply a bending algorithm (e.g., controlled bending, linearization).
· Recompute the path until convergence.
· Slower than shooting methods.
· Doesn’t always handle multiple arrivals well.
Used for: Grid-based velocity models, fast travel time maps.
· Solves the eikonal equation.
· Computes first-arrival travel times from a source to all grid points.
· Fast Marching Method (FMM)
· Fast Sweeping Method (FSM)
· Only gives first arrivals (can’t model multipathing).
· No explicit ray paths, unless extracted with ray backtracking.
Used for: High-frequency wave propagation modeling.
· Models a wavefront by tracing many rays and tracking their evolution.
· Can simulate diffraction and multiple arrivals.
· Dynamic ray tracing includes amplitude, wavefront curvature, and ray density.
· Computationally intensive.
· More complex to implement.
VSP downgoing wave construction with ray tracing to check the validity of VSP first arrivals. Velocity model for ray tracing has been supplied by sonic log.
Surface shooting on folded dipping area with generated shot plot using Wavefront Construction Method
Surface shooting on folded dipping area with generated shot plot using Wavefront Construction Method
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