Animations

Seeing what an intensity value means

Intensity scales describe observations of physical motion. We put the motion itself into a physics simulator and show what it does to an ordinary room.

Strong ground motion is a record, not a single value

During strong shaking the ground does not move by one amount. It accelerates back and forth many times a second, and it keeps doing so for seconds or minutes. The complete measurement of that motion — acceleration sampled hundreds of times a second, in three directions — is a ground motion time series, or seismogram. It is what seismometers record and what engineers analyse.

An intensity value such as MMI VII, or a peak acceleration in %g, reduces that entire record to one number. That is the right thing to do for a map, and it is what our event pages report. But a great deal is lost in the reduction: two earthquakes can produce the same peak and behave nothing alike.

Duration and frequency are the difference. A brief, sharp pulse can rattle objects and leave them standing. Sustained shaking of the same peak amplitude, repeated over half a minute, is what topples furniture and damages structures — energy delivered again and again rather than once. Every animation below is driven by the full record, which is why it can show that difference at all.

Same peak acceleration — same intensity value peak peak brief pulse a few seconds — objects rattle sustained shaking tens of seconds — objects fall

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Why a simulation, not just a prediction equation

A ground motion prediction equation (GMPE) answers a narrow question: given a magnitude, a distance and a site condition, what is the median peak acceleration — or spectral acceleration at one period — and how much scatter is there around it? The answer is a handful of numbers at a point. That is enough to shade a map, and it is what most rapid shaking products report.

A ground motion simulation answers a larger one. It returns a full three-component time series — the actual motion of the ground, second by second, in all three directions. Everything a scalar leaves out is in there:

  • Duration. Two sites can share a peak acceleration and shake for ten seconds or for sixty. Damage does not care only about the largest cycle.
  • Frequency content. A structure responds at its own period. A time series says what energy arrived near that period; a single peak value cannot.
  • Arrival and sequence. P-wave, S-wave, surface waves, and the gap between them — which is what makes a simulated record look and behave like a recording rather than a bar chart.
  • Near-field and directivity effects. Rupture propagating toward a site produces large velocity pulses that a distance-based regression averages away.
  • Basin response. Sedimentary basins trap and amplify long-period energy in a way that depends on the wave path, not just on the site's VS30.

That output is what an engineer needs for a response-history analysis, and it is what drives the shaking animations published here — neither is possible from a peak value alone. A physics engine has to be told where the ground is at every frame; there is nothing to hand it in a single number.

There is a second difference, about where each method's confidence comes from. A GMPE is a regression fitted to recorded earthquakes, so it is best constrained where recordings are plentiful — moderate magnitudes at moderate distances — and thinnest exactly where the stakes are highest: large ruptures, close in. A Broadband Platform seismogram is instead computed, propagating a kinematic rupture model through a regional crustal velocity model, so it is not limited to the magnitude-distance range that happens to be well sampled.

The simulated seismograms behind these animations are produced on the SCEC Broadband Platform through the BBP API, and the verification and validation evidence for that service is published separately.

One standard environment

Every animation uses the same scene, so the only thing that differs between two videos is the ground motion driving them. A wooden kitchen table carrying familiar objects of known size and weight: put two animations side by side and any difference you see is the earthquake, not the set dressing.

The animation scene: a wooden table on a rug carrying a stack of dice, two chess pieces, a cluster of apples, a triangle of bowling pins, and a soccer ball.
The scene every animation starts from, here a frame from the M6.0 South Napa (nc72282711) video. The same table, rug, and objects appear in every video; only the ground motion driving them changes.

Dice

A stacked block of standard 16 mm casino dice. Light, and the first thing to scatter.

Chess pieces

A rook and a king. Tall, narrow, and sensitive to how hard the table is pushed sideways.

Soccer ball

Rolls rather than tips, which makes the direction and duration of the shaking visible.

Bowling pins

Regulation pins, weighted low. They need real shaking to fall, so they mark the higher intensities.

Apples

A cluster of five, each about 8 cm and 180 g. They roll off the table under moderate shaking.

The objects are simulated as rigid bodies with their real masses, friction, and centers of mass. Nothing is animated by hand: the floor and table are driven by the ground motion time series, and everything on the table responds to that. Full technical description →

Three types of animation

Same scene, three different questions about the same earthquake.

Where the animations are posted

Animations are published by event, on each earthquake's own page and in the full collection. Every one is also posted to our YouTube channel, one playlist per earthquake — subscribe there to be notified when a new video goes up. This section repeats the links at the top of the page for anyone who has read straight through.

An animation illustrates one ground motion at one site. It is not a prediction of damage to any particular building. Read the disclaimer →