How to Calculate Displacement in Constant-Acceleration Motion
Displacement is the straight-line, signed change in an object's position — how far it ended up from where it started, and in which direction, regardless of the path taken to get there. For motion under constant acceleration (free fall, braking, a car accelerating from a stoplight), displacement follows directly from three quantities: initial velocity, acceleration, and elapsed time. This calculator applies the standard kinematics equation s = ut + ½at² along with the companion equations v = u + at (final velocity) and the average-velocity relationship v̄ = (u + v) / 2, and also reports the total distance traveled, which can differ from displacement if the object changes direction during the interval.
Where s = ut + ½at² comes from
Under constant acceleration, velocity changes linearly with time: v(t) = u + at. Displacement equals the area under the velocity-vs-time graph, which for a straight line is the area of a trapezoid with parallel sides u and v over base t: s = ½(u + v)·t. Substituting v = u + at gives s = ½(u + u + at)·t = ut + ½at² — the form this calculator uses. A third, time-free form follows from eliminating t between these two equations: v² = u² + 2as, useful whenever the elapsed time isn't known directly.
Displacement vs. distance traveled
Displacement is a vector — it can be positive, negative, or zero, and depends only on the start and end positions. Distance traveled is a scalar — the total length of the path covered — and it can never decrease. The two match only when the object moves in a single direction throughout the interval. If acceleration opposes the initial velocity strongly enough that the object slows, stops, and reverses (a ball thrown upward that falls back down, or a car braking hard enough to roll backward), this calculator splits the motion at the instant velocity crosses zero and adds the two path segments together to report the correct total distance, which will be larger than the magnitude of the net displacement.
Sign conventions and practical notes
- Choose a positive direction before you start (commonly "forward" or "up") and keep initial velocity, acceleration, and the resulting displacement consistent with that choice — a negative acceleration simply points in the negative direction, it doesn't necessarily mean the object is slowing down.
- Free fall near Earth's surface uses a ≈ −9.8 m/s² (or −32.2 ft/s²) when "up" is chosen as positive.
- These equations assume constant acceleration; they do not apply once acceleration varies with time (air resistance at high speed, jerk-limited motion, or other non-uniform forces).
- If you only know average velocity and time — not acceleration — use the simpler relationship s = v̄ × t instead.