Marine seismic data are always affected by noise. An effective method to handle a broad range of noise problems is a time‐frequency de‐noising algorithm. In this paper we explain details regarding the implementation of such a method. Special emphasis is given to the choice of threshold values, where several different strategies are investigated. In addition we present a number of processing results where time‐frequency de‐noising has been successfully applied to attenuate noise resulting from swell, cavitation, strumming and seismic interference. Our seismic interference noise removal approach applies time‐frequency de‐noising on slowness gathers (τ−p domain). This processing trick represents a novel approach, which efficiently handles certain types of seismic interference noise that otherwise are difficult to attenuate. We show that time‐frequency de‐noising is an effective, amplitude preserving and robust tool that gives superior results compared to many other conventional de‐noising algorithms (for example frequency filtering, τ−p or fx‐prediction). As a background, some of the physical mechanisms responsible for the different types of noise are also explained. Such physical understanding is important because it can provide guidelines for future survey planning and for the actual processing.
Various weather-related mechanisms for noise generation during marine seismic acquisition were addressed from a fluid-dynamic perspective. This was done by analyzing a number of seismic lines recorded on modern streamers during nonoptimal weather conditions. In addition, we examined some of the complex fluid-mechanics processes associated with flow that surrounds seismic streamers. The main findings were that noise in the [Formula: see text] range is mostly the result of direct hydrostatic-pressure fluctuations on the streamer caused by wave motion. For normal swell noise above [Formula: see text] and for crossflow noise, a significant portion of the observed noise probably comes from dynamic fluctuations caused by the interaction between the streamer and fluid structures in its turbulent boundary layer. This explanation differs from most previous work, which has focused on streamer oscillations, bulge waves inside old fluid-filled seismic streamers, or strumming/tugging as the main source of weather-related noise. Although modern streamers are less sensitive to such sources of noise, their ability to tackle the influence on turbulent flow noise has not improved. This implies that noise induced by turbulent flow has increased its relative impact on modern equipment. To improve the signal-to-noise ratio on seismic data, design issues related to flow noise must be addressed.
A B S T R A C TMarine seismic interference noise occurs when energy from nearby marine seismic source vessels is recorded during a seismic survey. Such noise tends to be well preserved over large distances and causes coherent artefacts in the recorded data. Over the years, the industry has developed various denoising techniques for seismic interference removal, but although well performing, they are still time-consuming in use. Machine-learning-based processing represents an alternative approach, which may significantly improve the computational efficiency. In the case of conventional images, autoencoders are frequently employed for denoising purposes. However, due to the special characteristics of seismic data as well as the noise, autoencoders failed in the case of marine seismic interference noise. We, therefore, propose the use of a customized U-Net design with element-wise summation as part of the skip-connection blocks to handle the vanishing gradient problem and to ensure information fusion between high-and low-level features. To secure a realistic study, only seismic field data were employed, including 25,000 training examples. The customized U-Net was found to perform well, leaving only minor residuals, except for the case when seismic interference noise comes from the side. We further demonstrate that such noise can be treated by slightly increasing the depth of our network. Although our customized U-Net does not outperform a standard commercial algorithm in quality, it can (after proper training) read and process one single shot gather in approximately 0.02 s. This is significantly faster than any existing industry denoising algorithm. In addition, the proposed network processes shot gathers in a sequential order, which is an advantage compared with industry algorithms that typically require a multi-shot input to break the coherency of the noise.
Among the vessel crews I want to thank, Hans Jørgen Åkre, Daniel Walker, Bob Sheridan and Andrey Ushakov for their help in providing data, and carrying out tests and measurements. I thank the marketing department in Fugro Geoteam for providing some of the pictures and illustrations used in this work. Colleagues at FFI have also made valuable contributions.
In this paper, we present an interactive texture-based method for visualizing three-dimensional unsteady vector fields. The visualization method uses a sparse and global representation of the flow, such that it does not suffer from the same perceptual issues as is the case for visualizing dense representations. The animation is made by injecting a collection of particles evenly distributed throughout the physical domain. These particles are then tracked along their path lines. At each time step, these particles are used as seed points to generate field lines using any vector field such as the velocity field or vorticity field. In this way, the animation shows the advection of particles while each frame in the animation shows the instantaneous vector field. In order to maintain a coherent particle density and to avoid clustering as time passes, we have developed a novel particle advection strategy which produces approximately evenly-spaced field lines at each time step. To improve rendering performance, we decouple the rendering stage from the preceding stages of the visualization method. This allows interactive exploration of multiple fields simultaneously, which sets the stage for a more complete analysis of the flow field. The final display is rendered using texture-based direct volume rendering.
The presence of noise in towed marine seismic data is a long-standing problem. The various types of noise present in marine seismic records are never truly random. Instead, seismic noise is more complex and often challenging to attenuate in seismic data processing. Therefore, we examine a wide range of real data examples contaminated by different types of noise including swell noise, seismic interference noise, strumming noise, passing vessel noise, vertical particle velocity noise, streamer hit and fishing gear noise, snapping shrimp noise, spike-like noise, cross-feed noise and streamer mounted devices noise. The noise examples investigated focus only on data acquired with analogue group-forming. Each noise type is classified based on its origin, coherency and frequency content. We then demonstrate how the noise component can be effectively attenuated through industry standard seismic processing techniques. In this tutorial, we avoid presenting the finest details of either the physics of the different types of noise themselves or the noise attenuation algorithms applied. Rather, we focus on presenting the noise problems themselves and show how well the community is able to address such noise. Our aim is that based on the provided insights, the geophysical community will be able to gain an appreciation of some of the most common types of noise encountered in marine towed seismic, in the hope to inspire more researchers to focus their attention on noise problems with greater potential industry impact.
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