How far away is far enough for extracting numerical waveforms, and how much do they depend on the extraction method?
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We present a method for extracting gravitational waves from numerical spacetimes which generalizes and refines one of the standard methods based on the Regge--Wheeler--Zerilli perturbation formalism. [abridged] We then present fully nonlinear three-dimensional numerical evolutions of a distorted Schwarzschild black hole in Kerr--Schild coordinates with an odd parity perturbation and analyze the improvement we gain from our generalized wave extraction, comparing our new method to the standard one. [abridged] We find that, even with observers as far out as $R=80 M$--which is larger than what is commonly used in state-of-the-art simulations--the assumption in the standard method that the background is close to having Schwarzschild-like coordinates increases the error in the extracted waveforms considerably. Even for our coarsest resolutions, our new method decreases the error by between one and two orders of magnitudes. Furthermore, we explicitly see that the errors in the extracted waveforms obtained by the standard method do not converge to zero with increasing resolution. [abridged] In a general scenario, for example a collision of compact objects, there is no precise definition of gravitational radiation at a finite distance, and gravitational wave extraction methods at such distances are thus inherently approximate. The results of this paper bring up the possibility that different choices in the wave extraction procedure at a fixed and finite distance may result in relative differences in the waveforms which are actually larger than the numerical errors in the solution.
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