Page 101 - Acquisition and Processing of Marine Seismic Data
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92                            2. MARINE SEISMIC DATA ACQUISITION


















           FIG. 2.48  Schematic illustration of flip-flop shooting technique in 3D surveys. Starboard array (A) is fired at odd-numbered
           shot points while port array (B) is fired at even-numbered shot points.

           starboard array (A) is fired at odd-numbered shot  of the recorded data due to the receiver ghost
           points while the port array (B) is recharged by  interference. As the streamer gets closer to the
           compressed air; and array B is fired at even-  sea surface, the ghost notch arises at higher fre-
           numbered shot point locations while array A is  quencies resulting in a wider frequency band-
           recharged (Fig. 2.48). Flip-flop technique is stan-  width (Section 2.2.3), although it causes
           dard for 3D towed streamer acquisition today  attenuation of lower frequencies and increases
           and it provides 12 CMP lines for six parallel  the noise in the recorded data. When we tow
           streamers and a better coverage of the subsurface.  the streamers deeper, on the other hand, the
              Fig. 2.49 shows the ray paths of the seismic  ghost notch occurs at lower frequencies limiting
           energy radiating from each source array in   the high-frequency end of the spectrum
           crossline and plan views for the six-streamer  although it provides better low-frequency
           case. In flip-flop shooting, the shot interval for  content.
           each individual CMP line is twice the firing    In 2010, CGG Veritas developed a simple
           interval. For instance, at the first shot point,  methodology to completely remove the receiver
           odd CMP lines in Fig. 2.49A have traces of the  ghost interference, which is named variable
           reflections from source S1. At the second shot  depth or slanted streamer technology, or Broad-
           point, source S2 will be fired (Fig. 2.49B) and  Seis. Using an optimally curved streamer config-
           there will be no trace contribution from this shot  uration, it is possible to record both low and
           to odd-numbered CMP lines. The third shot will  high frequencies based on the notch diversity:
           provide again traces reflected from odd-     Combining the data from different receivers
           numbered CMP lines. As a result, the reflections  located at different depths along a variable
           from every second shot belong to the same CMP  depth streamer (Fig. 2.50), the resultant data
           line for flip-flop acquisition. If each gun array is  has no notches since each receiver has a different
           fired every 25 m, then the shooting interval for  notch frequency because of their varying depths,
           each CMP line is 50 m.                       following an advanced joint deconvolution algo-
                                                        rithm (Soubaras and Lafet, 2011). This algorithm
                                                        is based on the application of two sections. The
           2.3.6 Slant Streamer Acquisition
                                                        first one is conventional migrated section
              In conventional 3D acquisition, all streamers  applied to the data from variable depth
           are towed horizontally at a constant depth,  streamer. The second one is the mirror migration
           which also determines the available bandwidth  output, which treats the data as if it is recorded
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