Curved Mirrors - October 30, 2024
Types of Mirrors
Concave Mirrors
Mirrors that curve inwards are known as Concave Mirrors
E.g. if you look into the front of a spoon, you are looking at a concave mirror
Shape:
Like an hourglass
E.g. The Spoon
The inside of the spoon (where the liquid and food is placed)
Converging Mirrors:
Concave mirrors cause light rays to converge or focus on one point in front of the mirror
Narrowed in
Therefore, they are also known as converging mirrors
Plane
Shape:
Rectangle, exactly the way it is
Convex
In a convex mirror, the mirror curves outwards
This is what you would see if you looked into the back of a spoon
Shape:
Always curves outwards
A rounded figure, a ball figure/shape
E.g. The Spoon
The outside of the spoon (where there is no liquid or food placed)
Diverging Mirrors (Convex Mirror)
Convex mirrors cause light rays to diverge or to spread out
Therefore, they are known as diverging mirrors
They spread out and widen the reflection
Parts of Ray Diagram for Curved Mirrors
Vertex: the center of the curved mirror
Center of curvature (C): is the radius of the imaginary sphere that the mirror is cut out from
Focus (F): where parallel light rays converge; approximately halfway between the centre of curvature and the vertex
Principal Axis: the line that is perpendicular to the vertex of the curved mirror (similar to the normal in flat mirrors)
Ray Diagram Conventions
Ray 1#: Any ray that is parallel to the PA is reflected through F
From the top of the object, goes straight across bounces off the top of the curve first and then goes through F → It’s fine
Ray 2#: Any ray that passes through F is reflected parallel to PA
Go Down and go through F first and then bounce off the curve then reflect off straight across→ It’s fine
Ray 3#: Any ray that passes through C is reflected along the same path
Downs and goes through/hits C → it’s fine
Ray 4#: Any ray that hits the vertex is reflected at the same angle
Hits the vertex and bounces off the curve, but can bounce off anywhere → it’s fine
Note: THEY ALL MEET AT ONE POINT; LIKE THE POINT OF INTERSECTION
The Rays
Note: you only need any 2 of the 4 possible rays that you can draw to locate an image!
→ Use rays 1 and 2 when the object is before F (left of F)
If the object is before the F point, then you use line 1 and 2 to find the location of the object
→ Use rays 1 and 3 when the object is on or after F (right of F)
If the object is after the F point, then you use line 1 and 3 to find the location of the object
The Acronym SALT - Ray Conventions
S = Size
How big is the image, relative to the object?
A = Attitude (upright or inverted)
Is the image upright or inverted
L = Location
Where on the principal axis is the image located?
T = Type
Is it a “real” or “virtual” image?
Types of Mirrors
Concave Mirrors
Mirrors that curve inwards are known as Concave Mirrors
E.g. if you look into the front of a spoon, you are looking at a concave mirror
Shape:
Like an hourglass
E.g. The Spoon
The inside of the spoon (where the liquid and food is placed)
Converging Mirrors:
Concave mirrors cause light rays to converge or focus on one point in front of the mirror
Narrowed in
Therefore, they are also known as converging mirrors
Plane
Shape:
Rectangle, exactly the way it is
Convex
In a convex mirror, the mirror curves outwards
This is what you would see if you looked into the back of a spoon
Shape:
Always curves outwards
A rounded figure, a ball figure/shape
E.g. The Spoon
The outside of the spoon (where there is no liquid or food placed)
Diverging Mirrors (Convex Mirror)
Convex mirrors cause light rays to diverge or to spread out
Therefore, they are known as diverging mirrors
They spread out and widen the reflection
Parts of Ray Diagram for Curved Mirrors
Vertex: the center of the curved mirror
Center of curvature (C): is the radius of the imaginary sphere that the mirror is cut out from
Focus (F): where parallel light rays converge; approximately halfway between the centre of curvature and the vertex
Principal Axis: the line that is perpendicular to the vertex of the curved mirror (similar to the normal in flat mirrors)
Ray Diagram Conventions
Ray 1#: Any ray that is parallel to the PA is reflected through F
From the top of the object, goes straight across bounces off the top of the curve first and then goes through F → It’s fine
Ray 2#: Any ray that passes through F is reflected parallel to PA
Go Down and go through F first and then bounce off the curve then reflect off straight across→ It’s fine
Ray 3#: Any ray that passes through C is reflected along the same path
Downs and goes through/hits C → it’s fine
Ray 4#: Any ray that hits the vertex is reflected at the same angle
Hits the vertex and bounces off the curve, but can bounce off anywhere → it’s fine
Note: THEY ALL MEET AT ONE POINT; LIKE THE POINT OF INTERSECTION
The Rays
Note: you only need any 2 of the 4 possible rays that you can draw to locate an image!
→ Use rays 1 and 2 when the object is before F (left of F)
If the object is before the F point, then you use line 1 and 2 to find the location of the object
→ Use rays 1 and 3 when the object is on or after F (right of F)
If the object is after the F point, then you use line 1 and 3 to find the location of the object
The Acronym SALT - Ray Conventions
S = Size
How big is the image, relative to the object?
A = Attitude (upright or inverted)
Is the image upright or inverted
L = Location
Where on the principal axis is the image located?
T = Type
Is it a “real” or “virtual” image?