Turn the laser around the protractor and choose the media — air, water, glass, diamond. The simulator measures the angles of incidence and refraction, checks Snell’s law sin α / sin β = n₂/n₁, finds the critical angle for total internal reflection and uses the Fresnel equations to show how much light is reflected and how much is transmitted.
Drag the laser right along the protractor. Ray brightness follows the Fresnel equations for unpolarised light; the exact fractions R and T are labelled on the rays. To see total internal reflection, put the laser in the denser medium and increase the angle.
Try this: put the laser in the glass (the “in medium 2” button) and slowly tilt the beam. The refracted ray moves further and further from the normal, fades, and at 41.8° lies along the boundary. A little more and it disappears: all the light is reflected back, as if from a perfect mirror. This is total internal reflection. Replace the glass with diamond and the critical angle drops to 24.4° — that is why a cut diamond sparkles so much. And if you switch on the wavefronts, you will see why the ray turns at all: in glass the wave travels n times slower, and its front wheels round like a line of soldiers stepping from asphalt onto sand.
α is the angle of incidence, β the angle of refraction (both measured from the normal to the boundary); n₁ is the refractive index of the medium the light comes from, n₂ of the medium it enters
c = 3·10⁸ m/s is the speed of light in a vacuum, v the speed of light in the medium, λ₀ the wavelength in a vacuum, λ in the medium
Light goes from an optically denser medium (n₁) into a less dense one (n₂). For α > α₀ there is no refracted ray — all the light is reflected
Reflectance R at normal incidence; T is the fraction of transmitted light. At oblique incidence R is given by the full Fresnel equations and grows with angle
d is the slab thickness, α the angle of incidence, β the angle of refraction inside the slab; the ray leaves parallel to the incident one
The law of refraction. At the boundary between two media a light ray is partly reflected and partly transmitted into the other medium, changing direction. The incident ray, the refracted ray and the normal lie in one plane, and the angles obey Snell’s law: n₁·sin α = n₂·sin β, or sin α / sin β = n₂/n₁. The angle of incidence α and the angle of refraction β are measured from the normal — the perpendicular to the boundary — not from the surface itself. This is a common mistake in problems.
Refractive index. The absolute refractive index n = c/v shows how many times slower light travels in a substance than in a vacuum: 1.33 for water (v ≈ 2.26·10⁸ m/s), about 1.5 for glass, 2.42 for diamond. The frequency of light does not change at the boundary, so the wavelength decreases: λ = λ₀/n. Going from an optically less dense medium into a denser one, the ray bends towards the normal (β < α); going back, it bends away (β > α). At normal incidence (α = 0) the ray passes straight through.
Total internal reflection. If light goes from a denser medium into a less dense one (n₁ > n₂), the angle β is always larger than α. At the angle of incidence α₀ for which sin α₀ = n₂/n₁, the refracted ray grazes the boundary (β = 90°). For α > α₀ there is no refracted ray at all: the light is totally reflected. For water–air α₀ ≈ 48.8°, glass–air ≈ 41.8°, diamond–air ≈ 24.4°. Optical fibres, binocular and periscope prisms and reflectors all rely on this effect.
How much light is reflected. The fractions of reflected and transmitted energy are given by the Fresnel equations. At normal incidence R = ((n₁ − n₂)/(n₁ + n₂))² is reflected: about 4 % from glass and about 2 % from water. As the angle grows, R increases and tends to 100 % at grazing incidence — that is why distant water shines like a mirror. The transmitted fraction is T = 1 − R. As the critical angle approaches, the refracted ray fades out and the reflected one brightens — the transition to TIR is smooth. In the simulator the ray brightness is computed from these formulas, and the exact percentages are labelled on the rays and plotted on the R(α) graph.
Plane-parallel slab. After passing through a slab with parallel faces, the ray leaves parallel to the incident ray but shifted by x = d·sin(α − β)/cos β, where d is the slab thickness. There is no total reflection inside the slab: at the second face the angle of incidence is β, and sin β < n₁/n₂. The thicker the slab and the larger the angle, the larger the shift — that is how a window pane slightly displaces objects behind it.
First come simulators and problems from this very chapter, then closely related topics of the section.
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