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Fermat’s Principle
Principle of Least Time
Light traverses path of least time
Used to describe what happens at interfaces
Used to derive Laws of Reflection and Refraction
Law of Reflection
Backwards scattering of light at an interface
Reflection
Depends on roughness of surface (size/spacing of atoms in material) and wavelength of light
Types of Reflections
Specular reflection
Diffused reflection
Specular Reflection
Smooth, mirror like surface (roughness << lambda)
Reflected rays are parallel to one another with thetai = thetar
EX: Some glass surfaces, polished metal, undisturbed surfaces of liquids
Diffused Reflection
Rough surface (roughness >> lambda)
Reflected light scatters in many different directions due to surface roughness with thetai = thetar (reflected rays are not parallel to each other)
EX: most reflections off surfaces in real world
Apparent Depth
Object at depth, d, appears to be closer to surface than it actually is due to refraction