Two- and three-dimensional waves

So far waves have lived on a string — a one-dimensional world where a disturbance y(x,t)y(x,t) propagates along a single axis. Real waves — ripples on a pond, sound spreading from a speaker, light from a bulb — travel through 2D and 3D space, and something new happens: the wave spreads over an ever-growing wavefront, so its amplitude must fall with distance even with no friction or absorption at all. This article generalizes the 1D wave equation to the Laplacian form ∇2ψ=v−2∂t2ψ\nabla^2\psi = v^{-2}\partial_t^2\psi, introduces the two solutions you are expected to know — plane waves and spherical waves — and works through the geometry (wavevectors, wavefronts) and the energy-conservation argument behind the spherical wave's 1/r1/r amplitude law, with fully numerical examples in both regimes.

The core insight

The 3D wave equation ∇2ψ=v−2∂t2ψ\nabla^2\psi = v^{-2}\partial_t^2\psi is solved by plane waves Acos⁡(k⃗⋅r⃗−ωt)A\cos(\vec k\cdot\vec r-\omega t) with flat wavefronts and by spherical waves (A/r)cos⁡(kr−ωt)(A/r)\cos(kr-\omega t) whose amplitude falls as 1/r1/r because energy conservation spreads the same power over a sphere of growing area 4πr24\pi r^2.

The core idea

From one dimension to three. The 1D wave equation ∂2y/∂x2=v−2 ∂2y/∂t2\partial^2y/\partial x^2 = v^{-2}\,\partial^2y/\partial t^2 has only one spatial direction to differentiate. In 2D or 3D there are two or three, and they combine into the Laplacian operator ∇2\nabla^2, which simply sums the second derivative along every axis:

∇2ψ(r⃗,t)=1v2∂2ψ(r⃗,t)∂t2,∇2=∂2∂x2+∂2∂y2+∂2∂z2.\nabla^2\psi(\vec r,t) = \frac{1}{v^2}\frac{\partial^2\psi(\vec r,t)}{\partial t^2}, \qquad \nabla^2 = \frac{\partial^2}{\partial x^2}+\frac{\partial^2}{\partial y^2}+\frac{\partial^2}{\partial z^2}.

where: ψ(r⃗,t)\psi(\vec r,t) is the disturbance at position r⃗=(x,y,z)\vec r=(x,y,z) and time tt, and vv is the wave speed in the medium. Setting ∂/∂y=∂/∂z=0\partial/\partial y = \partial/\partial z = 0 collapses this back to the familiar 1D equation, so nothing from the string is lost — only added to.

Plane waves. The simplest solution that satisfies this equation everywhere in space is a plane wave,

ψ(r⃗,t)=Acos⁡(k⃗⋅r⃗−ωt+ϕ),\psi(\vec r,t) = A\cos(\vec k\cdot\vec r - \omega t + \phi),

where: AA is the amplitude, k⃗\vec k is the wavevector pointing along the direction of propagation with magnitude ∣k⃗∣=2π/λ|\vec k|=2\pi/\lambda, ω\omega is the angular frequency, and ϕ\phi is a phase constant. Substituting this form into ∇2ψ=v−2∂t2ψ\nabla^2\psi = v^{-2}\partial_t^2\psi shows it is only a valid solution when ω=v∣k⃗∣\omega = v|\vec k| — the same dispersion relation as in 1D, now written with the vector's magnitude. A wavefront is a surface of constant phase, k⃗⋅r⃗−ωt=const\vec k\cdot\vec r-\omega t=\text{const}; for a plane wave these are flat planes perpendicular to k⃗\vec k, all sliding along together at speed v=ω/∣k⃗∣v=\omega/|\vec k|.

Spherical waves. A point source that radiates equally in every direction instead produces a spherical wave,

ψ(r,t)=Arcos⁡(kr−ωt),\psi(r,t) = \frac{A}{r}\cos(kr-\omega t),

where: r=∣r⃗∣r=|\vec r| is the distance from the source and k=2π/λk=2\pi/\lambda. Its wavefronts are concentric spheres centred on the source, expanding outward at speed vv. The prefactor A/rA/r is not optional decoration — it is forced by energy conservation. Total power crossing any sphere of radius rr must be the same regardless of rr (no energy is created or destroyed in transit), and intensity is power per unit area, so

I(r)⋅4πr2=const  ⟹  I(r)∝1r2  ⟹  amplitude∝1r,I(r)\cdot 4\pi r^2 = \text{const} \implies I(r)\propto\frac{1}{r^2} \implies \text{amplitude}\propto\frac{1}{r},

since intensity goes as amplitude squared. Contrast the three geometries: a 1D wave on an ideal string has no room to spread, so its amplitude stays constant; a 2D circular ripple spreads its energy around a circle of circumference 2πr2\pi r, giving amplitude ∝1/r\propto 1/\sqrt r; a 3D spherical wave spreads over a sphere of area 4πr24\pi r^2, giving amplitude ∝1/r\propto 1/r. More dimensions to spread into means faster amplitude decay.

Figure
A point source sending out a spherical wavefront, with the same total power crossing a small nearby sphere and a larger far sphere so the intensity per unit area is lower on the larger sphere
Same power, larger sphere — intensity falls as 1 over r squared point source r1, small sphere r2, large sphere on the small sphere: power P over area 4 pi r1 squared higher intensity, larger amplitude on the large sphere: same power P over area 4 pi r2 squared lower intensity, smaller amplitude Amplitude falls as 1 over r because the same energy is spread over a bigger area, not because of damping

There is a second, sharper way to see why plane waves matter beyond just being the simplest solution: far from any source, real waves look locally like plane waves. A small patch of a huge spherical wavefront, viewed up close, is nearly flat — exactly as a small patch of the Earth's surface looks flat even though the Earth is a sphere. That is why so much of optics and acoustics is built entirely on plane-wave mathematics even though most real sources (light bulbs, loudspeakers) are effectively point sources radiating spherical waves.

Derivation ADeriving the spherical wave's 1/r amplitude from energy conservation

The goal is to show, using nothing beyond the definitions of power, intensity, and the surface area of a sphere, why a spherical wave's amplitude must scale as 1/r1/r and not stay constant like a 1D wave on a string — a result students are expected to reproduce and apply numerically, though not derive from the full 3D wave equation itself.

Step 1. Fix the physical setup. A point source at the origin radiates total acoustic (or other) power PP uniformly in all directions, with no absorption in the medium. By symmetry, the same total power PP must cross every sphere centred on the source, no matter its radius rr, because energy is conserved and none escapes sideways through an imaginary spherical shell.

Step 2. Write intensity as power per unit area. Intensity I(r)I(r) at radius rr is defined as power divided by the area it is spread over, and the area of a sphere of radius rr is 4πr24\pi r^2, so I(r)=P/(4πr2)I(r) = P/(4\pi r^2). This already shows I(r)∝1/r2I(r)\propto 1/r^2: doubling the distance quarters the intensity, because the same energy now covers four times the area.

Step 3. Connect intensity to amplitude. For a wave, intensity is proportional to the square of the amplitude, I∝A2I \propto A^2, a general result from the energy stored in an oscillating medium. Combining with Step 2, A2∝1/r2A^2 \propto 1/r^2, so taking the square root gives A∝1/rA \propto 1/r.

Step 4. Write the full spherical wave. Putting the 1/r1/r amplitude decay together with the oscillatory phase cos⁡(kr−ωt)\cos(kr-\omega t) (the same phase structure as a 1D travelling wave, but now measured along the radial coordinate rr) gives ψ(r,t)=(A0/r)cos⁡(kr−ωt)\psi(r,t) = (A_0/r)\cos(kr-\omega t), where A0A_0 is a constant fixed by the source's power. This is the spherical wave solution used throughout this topic. Result: I(r)=P/(4πr2)I(r) = P/(4\pi r^2) and amplitude ∝1/r\propto 1/r, purely from energy conservation over an expanding spherical surface — no absorption or damping is involved.

Worked example

A loudspeaker acts as a point source radiating sound uniformly in all directions with total acoustic power P=0.4 WP = 0.4\ \text{W}, travelling at v=340 m/sv = 340\ \text{m/s} with frequency f=1000 Hzf = 1000\ \text{Hz}. Find (a) the wavelength and wavenumber, and (b) the intensity at r1=2 mr_1 = 2\ \text{m} and r2=8 mr_2 = 8\ \text{m}, checking that the amplitude ratio follows the 1/r1/r law.

Step 1. Get the wave's spatial and temporal rates. λ=v/f=340/1000=0.34 m\lambda = v/f = 340/1000 = 0.34\ \text{m}, so k=2π/λ=2π/0.34≈18.5 rad/mk = 2\pi/\lambda = 2\pi/0.34 \approx 18.5\ \text{rad/m}, and ω=2πf≈6283 rad/s\omega = 2\pi f \approx 6283\ \text{rad/s}. The wave is ψ(r,t)=(A/r)cos⁡(kr−ωt)\psi(r,t) = (A/r)\cos(kr-\omega t) with k≈18.5 rad/mk\approx 18.5\ \text{rad/m}.

Step 2. Apply I(r)=P/(4πr2)I(r) = P/(4\pi r^2) at both distances. At r1=2 mr_1 = 2\ \text{m}: I1=0.4/(4π×22)≈7.96×10−3 W/m2I_1 = 0.4/(4\pi\times 2^2) \approx 7.96\times10^{-3}\ \text{W/m}^2. At r2=8 mr_2 = 8\ \text{m}: I2=0.4/(4π×82)≈4.97×10−4 W/m2I_2 = 0.4/(4\pi\times 8^2) \approx 4.97\times10^{-4}\ \text{W/m}^2.

Step 3. Check the ratio against the inverse-square prediction. I1/I2I_1/I_2 should equal (r2/r1)2=16(r_2/r_1)^2 = 16; numerically 7.96×10−3/4.97×10−4≈16.07.96\times10^{-3}/4.97\times10^{-4} \approx 16.0, confirming the law. Since amplitude A∝I∝1/rA\propto\sqrt I \propto 1/r, the amplitude at r1r_1 is 4×4\times the amplitude at r2r_2 — exactly what A/rA/r predicts, since r2/r1=4r_2/r_1 = 4.

Answer: λ=0.34 m\lambda = 0.34\ \text{m}, k≈18.5 rad/mk \approx 18.5\ \text{rad/m}, I1≈7.96×10−3 W/m2I_1 \approx 7.96\times10^{-3}\ \text{W/m}^2, I2≈4.97×10−4 W/m2I_2 \approx 4.97\times10^{-4}\ \text{W/m}^2, ratio 1616, consistent with amplitude ∝1/r\propto 1/r.

Competitive stretch

A plane wave ψ(r⃗,t)=Acos⁡(k⃗⋅r⃗−ωt)\psi(\vec r,t) = A\cos(\vec k\cdot\vec r-\omega t) has k⃗=(3x^+4y^) rad/m\vec k = (3\hat x+4\hat y)\ \text{rad/m} and ω=50 rad/s\omega = 50\ \text{rad/s}. Then ∣k⃗∣=5 rad/m|\vec k| = 5\ \text{rad/m}, so λ=2π/5≈1.257 m\lambda = 2\pi/5 \approx 1.257\ \text{m}, direction k^=0.6x^+0.8y^\hat k = 0.6\hat x+0.8\hat y (53.1∘53.1^\circ from the xx-axis), and v=ω/∣k⃗∣=50/5=10 m/sv = \omega/|\vec k| = 50/5 = 10\ \text{m/s}. A wavefront through the origin reaches (6,8,0) m(6,8,0)\ \text{m} when k⃗⋅r⃗=ωt\vec k\cdot\vec r=\omega t: (3)(6)+(4)(8)=50=50t(3)(6)+(4)(8)=50=50t, so t=1 st=1\ \text{s} — matching t=10/v=1 st=10/v=1\ \text{s} since (6,8,0)(6,8,0) lies along k^\hat k at distance 10 m10\ \text{m}.

Common traps

  • Confusing kk (scalar wavenumber) with k⃗\vec k (wavevector). In 3D the phase uses the dot product k⃗⋅r⃗\vec k\cdot\vec r, not a plain product; ∣k⃗∣=2π/λ|\vec k|=2\pi/\lambda is only the magnitude, and direction information is lost if you drop the vector notation.
  • Applying the 1D constant-amplitude rule in higher dimensions. A string wave does not spread out geometrically, so its amplitude is constant. A spherical wave spreads over a growing sphere, so amplitude must fall as 1/r1/r — a purely geometric, energy-conservation effect, not damping or absorption.
  • Thinking all wavefronts are planes. A plane wave's wavefronts are flat planes; a spherical wave's are concentric spheres. Far from a point source a small patch of a spherical wavefront looks locally flat, which is exactly why the plane-wave approximation is used so widely.
  • Forgetting the dispersion relation. Plugging ψ=Acos⁡(k⃗⋅r⃗−ωt)\psi = A\cos(\vec k\cdot\vec r-\omega t) into the wave equation only works if ω=v∣k⃗∣\omega = v|\vec k|; this constraint is easy to forget when just quoting the plane-wave formula.

Ask the tutor: Want a walkthrough of setting up the wavevector direction or the energy-conservation argument for a specific numerical problem — ask the AI tutor.

Why does a spherical wave lose amplitude but a wave on a string does not?

It comes down to geometry, not friction. A string only has one direction to spread into, so a wave's energy stays confined to the same "width" as it travels — no dilution, no amplitude loss (ignoring real-world damping). A point source in 3D space spreads its energy over an ever-larger spherical surface as it travels outward, so the same total power is smeared over a bigger and bigger area, and intensity — and hence amplitude — must fall. This is purely a consequence of energy conservation plus the growing area of a sphere, 4πr24\pi r^2, and has nothing to do with the medium absorbing energy.

Is the wavevector k the same thing as the wavenumber k from 1D waves?

Related, but not identical. In 1D, k=2π/λk=2\pi/\lambda is a single number describing how many radians of phase accumulate per unit distance along the one available axis. In 3D, the wavevector k⃗\vec k is a full vector: its magnitude ∣k⃗∣=2π/λ|\vec k|=2\pi/\lambda still tells you the wavelength, but its direction tells you which way the wave is travelling. The phase of a 3D plane wave is k⃗⋅r⃗\vec k\cdot\vec r, a dot product, which only reduces to the familiar kxkx when k⃗\vec k points purely along the x-axis.

Do I need to derive the 3D wave equation from a continuum medium for this topic?

No — that derivation, building ∇2ψ=v−2∂t2ψ\nabla^2\psi=v^{-2}\partial_t^2\psi from first principles for an elastic medium, belongs to more specialized later courses. For this module you are expected to recognize the equation, verify that plane-wave and spherical-wave forms solve it (including checking the dispersion relation ω=v∣k⃗∣\omega=v|\vec k|), and use the two solutions to answer geometry and energy-conservation questions like the worked examples above.

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