YY

Module 4.3 – Light: Reflection, Refraction & Lenses

Key Definitions

  • Luminous object: emits its own light.

  • Refractive index n: ratio of light speed in vacuum to that in the medium (n = \frac{c}{v}).

  • Total internal reflection (TIR): complete reflection of light back into a medium when it strikes the boundary above the critical angle.

  • Concave lens (diverging): thinner at centre, spreads parallel rays outward.

  • Convex lens (converging): thicker at centre, brings parallel rays to a focus.

Laws of Reflection & Refraction

  • Reflection: \angle i = \angle r (incident = reflection).

  • Snell’s law: n1\sin\theta1 = n2\sin\theta2.

  • Light bends toward the normal when entering a higher n; away when entering a lower n.

Plane Mirrors

  • Image properties: upright, laterally inverted, same size, virtual, distance behind mirror equals object distance.

  • Lateral inversion: left–right reversal of image.

  • Smooth surfaces give regular reflection → sharp images.

Refraction Concepts

  • Critical angle \thetac: \sin\thetac = \frac{n2}{n1} for n1 > n2.

  • No TIR when light travels into a medium of higher n (cannot bend past 90°).

  • Apparent depth: objects in water appear closer due to refraction toward the normal.

  • Underwater vision blurs because cornea–water have similar n; goggles restore air–cornea interface.

Total Internal Reflection Uses

  • Occurs only when light moves from high n to low n and \thetai > \thetac.

  • Enables optical fibres, prisms, sparkling of diamonds.

Lenses & Images

  • Focus (F): point where parallel rays meet/appear to meet after lens.

  • Convex lens:
    • Distant object ⇒ real, inverted, diminished image at focus.
    • Can also give virtual, upright, magnified image when object inside focal length.

  • Concave lens: always gives virtual, upright, diminished image.

  • Real images can be projected on a screen; virtual cannot.

Light Speed Ranking (common media)

v \text{(diamond)} < v \text{(glass)} < v \text{(Perspex)} < v \text{(ice)} < v \text{(water)} < v \text{(air)} (inverse of n).

Quick Facts

  • Refraction makes a submerged pencil appear ‘broken’ at the water surface.

  • Coin-in-cup reappearance demonstrates refraction.

  • Increasing object–lens distance shifts image position (for convex lens, image moves toward focus).

Key Definitions

  • Luminous object: emits its own light.
  • Refractive index n: ratio of light speed in vacuum to that in the medium (n = \frac{c}{v}).
  • Total internal reflection (TIR): complete reflection of light back into a medium when it strikes the boundary above the critical angle.
  • Concave lens (diverging): thinner at centre, spreads parallel rays outward.
  • Convex lens (converging): thicker at centre, brings parallel rays to a focus.

Laws of Reflection & Refraction

  • Reflection: \angle i = \angle r (incident = reflection).
  • Snell’s law: n1\sin\theta1 = n2\sin\theta2.
  • Light bends toward the normal when entering a higher n; away when entering a lower n.

Plane Mirrors

  • Image properties: upright, laterally inverted, same size, virtual, distance behind mirror equals object distance.
  • Lateral inversion: left–right reversal of image.
  • Smooth surfaces give regular reflection \u2192 sharp images.

Refraction Concepts

  • Critical angle \theta c: \sin\theta c = \frac{n2}{n1} for n1 > n2.
  • No TIR when light travels into a medium of higher n (cannot bend past 90°).
  • Apparent depth: objects in water appear closer due to light refracting away from the normal as it passes from water (higher n) to air (lower n) before reaching the eye.
  • Underwater vision blurs because cornea–water have similar n; goggles restore air–cornea interface, allowing the eye's lens system to focus light properly.

Total Internal Reflection Uses

  • Occurs only when light moves from high n to low n and \theta i > \theta c.
  • Enables optical fibres (light signals are guided along the fibre by continuous TIR), prisms (used in binoculars and periscopes to deviate light by 90° or 180° through TIR), sparkling of diamonds (designed to maximize internal reflections).

Lenses & Images

  • Focus (F): point where parallel rays meet/appear to meet after lens.
  • Convex lens:
    \u2022 Distant object \u21d2 real, inverted, diminished image at focus.
    \u2022 Can also give virtual, upright, magnified image when object inside focal length.
  • Concave lens: always gives virtual, upright, diminished image.
  • Real images can be projected on a screen; virtual cannot.

Light Speed Ranking (common media)

v\text{(diamond)} < v\text{(glass)} < v\text{(water)} < v\text{(air)}