Coefficient of Restitution Calculator
Find the coefficient of restitution.
Result
How it is calculated
The tool divides the speed at which two bodies move apart after impact by the speed at which they approached: e = vsep / vapp. Both are relative speeds along the line of impact, in the same unit (m/s, km/h or mph all work, because the unit cancels). The approach speed must be above zero and the separation speed cannot be negative. The separation speed also cannot exceed the approach speed, since e above 1 would mean the collision created energy; such an input gives no result. The answer is a pure number between 0 and 1 shown to four decimals: 1 is perfectly elastic and 0 means the bodies do not separate at all. For a ball dropped on a fixed floor, e can also be found from heights as √(hbounce / hdrop).
Worked example
A ball hits a hard floor at 6 m/s and leaves it at 4.2 m/s. Step 1: approach speed = 6 m/s and separation speed = 4.2 m/s. Step 2: e = 4.2 / 6. Step 3: the tool shows 0.7000. Because e lies between 0 and 1, the collision is partly elastic: the ball keeps 0.7² = 0.49, about 49%, of its kinetic energy and loses the rest to deformation, heat and sound. Entering a separation speed of 7 m/s would give no result.
Common mistakes
- Using heights instead of speeds: a ball that bounces to 70% of its drop height has e of about 0.84, not 0.70, because speed varies with the square root of height.
- Entering the speeds of two moving bodies separately instead of relative speeds. For a head-on collision, add the two speeds before impact, and the two after.
- Swapping approach and separation. For a normal bounce this gives a value above 1, which the tool rejects with no result.
- Mixing units, such as approach in m/s and separation in km/h.
- Reading e as the share of energy kept. The energy kept is e², so e = 0.7 retains about 49% of the kinetic energy.
About this calculator
The coefficient of restitution (e) quantifies how "bouncy" a collision is, defined by Newton's classic ratio e = v_separation / v_approach — the relative speed at which two objects fly apart after impact divided by the relative speed at which they came together. A value of e = 1 describes a perfectly elastic collision that conserves kinetic energy, while e = 0 describes a perfectly inelastic collision where the objects stick together.
Sports equipment designers rely on this exact ratio: it's why golf's governing bodies set a legal maximum COR for club faces, why tennis balls, basketballs and bouncy balls are tested for consistent rebound behavior, and why engineers testing vehicle bumpers or packaging materials measure COR to model impact and crash energy loss.
Physics students studying momentum and energy conservation, sports scientists and equipment testers, and mechanical engineers modeling impacts all use this ratio because it captures, in a single number, how much kinetic energy a collision keeps versus loses to deformation, heat, and sound.
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