Geometric Optics: Reflection, Refraction and Ray Tracing, PHYS 116 Midterm 2 – Study Notes
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Difficulty: Introductory to Intermediate | Prerequisites: Basic trigonometry, familiarity with angles and normal lines, concept of wave speed.

Big Picture

Geometric optics treats light as straight-line rays, which works well whenever the objects and openings involved are much larger than the wavelength of light. This section covers how light bounces off reflective surfaces (law of reflection), how it bends when crossing a boundary between two materials (Snell's law), and how a point source of light projects through an aperture to form a lit region on a screen. These are the foundational ideas behind mirrors, lenses, cameras, and fibre optics. You should be comfortable drawing ray diagrams and measuring angles from the normal (not from the surface).


TL;DR

Light reflects at equal angles (angle of incidence = angle of reflection, both measured from the normal). When it crosses a boundary between materials, Snell's law (n₁ sin θ₁ = n₂ sin θ₂) tells you how much it bends. The speed of light in a material is c/n, so you can calculate travel times through different media. A point source behind a mask with a hole projects a scaled image of the hole onto a screen, and a shaped cutout projects a scaled copy of itself.


Key Terms

Law of reflection

The angle of incidence equals the angle of reflection, with both angles measured from the normal to the surface. In simple terms, light bounces off a mirror at the same angle it arrived.

Normal

The imaginary line perpendicular to a surface at the point where a ray hits it. All angles in reflection and refraction are measured from this line, not from the surface itself.

Snell's law (law of refraction)

n₁ sin θ₁ = n₂ sin θ₂. Relates the angle of incidence to the angle of refraction when light crosses the boundary between two media with different refractive indices. Think of it as the rule that governs how much light bends when it enters glass, water, or any other transparent material.

Index of refraction (n)

The ratio of the speed of light in vacuum to the speed of light in the material: n = c/v. A higher n means light travels more slowly. Air is approximately 1.00, water is about 1.33, and glass ranges from roughly 1.4 to 1.9.

Speed of light in a medium

v = c/n, where c = 3.00 × 10⁸ m/s. In simple terms, light slows down inside denser materials.

Point source

A light source small enough to be treated as emitting light from a single point. Rays from a point source travel outward in all directions in straight lines.

Pinhole / aperture projection

When a point source illuminates a mask with a hole, the hole acts as a window. Light from the point source passes through and projects a scaled bright region on a screen behind. The shape of the lit region is the shape of the hole (not the source), and its size scales by similar triangles.


Core Content: Law of Reflection and Mirror Geometry

The law of reflection

  • The angle of incidence θ_i equals the angle of reflection θ_r, both measured from the normal.

  • When a ray bounces between two mirrors, you can track the angles through the geometry using the fact that angles in a triangle sum to 180°.

Vertex angle problems (two mirrors)

  • When two flat mirrors meet at a vertex angle φ, a ray hitting mirror 1 at angle of incidence θ will reflect, travel to mirror 2, and reflect again.

  • The key geometric relationship: at the point where the ray meets mirror 2, the angle of incidence on mirror 2 is determined by the vertex angle and the first reflection angle.

  • The angles inside the triangle formed by the two mirrors and the ray path sum to 180°.

Worked example (from exam Q5)

  • Two mirrors form a vertex angle of 115°.

  • The ray strikes mirror 1 at angle of incidence θ and reflects (so the angle of reflection from mirror 1 is also θ).

  • The ray then hits mirror 2, and the angle of reflection from mirror 2 is 65°. So the angle of incidence on mirror 2 is also 65°.

  • The triangle formed by the two mirror surfaces and the ray path between them has interior angles: (90° − θ) at mirror 1, (90° − 65°) = 25° at mirror 2, and the vertex angle supplement.

  • Actually, the angles at the mirrors (between the ray and the mirror surface) are (90° − θ) and (90° − 65°) = 25°. The angle at the vertex is 180° − 115° = 65° (the supplement taken inside the triangle formed by the reflected ray).

  • Wait: the triangle is formed by the incident ray segment along mirror 1's normal direction, the reflected segment to mirror 2, and mirror 2. The interior angles of the triangle at mirror 1, mirror 2, and the vertex sum to 180°.

  • Using the geometry: the angle at the vertex in the triangle is 180° − 115° = 65°. The angle at mirror 2 is 90° − 65° = 25°. So the angle at mirror 1 is 180° − 65° − 25° = 90°. This means 90° − θ = 90°, which does not work. Let me restate carefully.

  • The correct approach: the reflected ray from mirror 1 makes angle θ with the normal of mirror 1 (= angle with the surface is 90° − θ). The angle between the two mirror surfaces is 115°. The triangle formed by the ray path between the two mirrors and the two mirror surfaces has angles: (90° − θ) at mirror 1, (90° − 65°) = 25° at mirror 2, and the vertex angle 115°. These must sum to 180°: (90° − θ) + 25° + 115° = 180° → 230° − θ = 180° → θ = 50°.

  • Answer: E (50°)

Core Content: Snell's Law and Refraction

Using Snell's law

  • n₁ sin θ₁ = n₂ sin θ₂. Given three of these four quantities, solve for the fourth.

  • Light bends toward the normal when entering a denser medium (higher n) and away from the normal when entering a less dense medium.

Travel time through multiple media

  • The speed of light in a medium is v = c/n.

  • Time = distance / speed. For a path through two media, find the distance in each medium and divide by the corresponding speed.

Worked example (from exam Q6)

  • A ray travels from point A in medium 1 (n₁ = 1.00) to point B in medium 2 (n₂ = 1.40). Each medium is 50.0 m wide horizontally. The ray hits the boundary at 45.0° from the normal.

  • By Snell's law: (1.00) sin 45.0° = (1.40) sin θ₂ → sin θ₂ = 0.7071/1.40 = 0.5051 → θ₂ = 30.33°.

  • Distance in medium 1: the ray crosses 50.0 m horizontally at 45.0° from the normal. The path length is 50.0/cos 45.0° = 50.0/0.7071 = 70.71 m. Wait: the geometry depends on the figure. The ray travels at 45° to the boundary normal, so if 50.0 m is the horizontal distance to the boundary, the path length is 50.0/sin 45.0° = 70.71 m (measuring from the path to the normal, the horizontal component is d₁ sin θ₁ = 50 m, so d₁ = 50/sin 45° = 70.71 m).

  • Distance in medium 2: similarly, the horizontal distance is 50.0 m, path length = 50.0/sin θ₂ = 50.0/0.5051 = 98.99 m.

  • Time in medium 1: t₁ = d₁ / v₁ = 70.71 / (3.00 × 10⁸ / 1.00) = 70.71 / 3.00 × 10⁸ = 2.357 × 10⁻⁷ s = 235.7 ns.

  • Time in medium 2: t₂ = d₂ / v₂ = 98.99 / (3.00 × 10⁸ / 1.40) = 98.99 / 2.143 × 10⁸ = 4.619 × 10⁻⁷ s = 461.9 ns.

  • Total time = 235.7 + 461.9 = 697.6 ns. This is closest to answer D (725 ns). The slight discrepancy suggests the geometry may differ from the reading above; re-check the figure. The intended answer based on the exam choices is likely D (725 ns).

Core Content: Ray Optics and Pinhole Imaging

Point source through a circular aperture (Q17-18)

  • A point source sends rays in all directions. When a mask with a hole is placed in front of it, only the rays that pass through the hole reach the screen behind.

  • The lit region on the screen is the same shape as the hole (circular, in Q17-18), not the shape of the source.

  • The size of the lit region is found by similar triangles. The cone of light that passes through the hole's edges continues to spread.

Effect of moving the source (Q17)

  • (a) Moving the bulb upward: the bright spot on the screen moves downward. Each ray through the hole still travels in a straight line, so shifting the source upward shifts the entire cone downward on the screen.

  • (b) Moving the bulb closer to the mask: the cone of light that fits through the hole is wider (the bulb subtends a larger angle at the hole), so the bright spot on the screen gets larger. The spot also gets brighter because more light passes through per unit area of the hole.

Calculating the size of the lit region (Q18)

  • The bulb is 80 cm in front of the mask, and the screen is 30 cm behind the mask. The hole is 1 cm in diameter.

  • Draw rays from the point source through the edges of the hole and extend them to the screen.

  • By similar triangles: the lit region diameter on the screen equals the hole diameter scaled by the ratio of distances. The edge rays diverge from the point source, so the diameter on the screen = hole diameter × (total distance from source to screen) / (distance from source to mask). Wait, more precisely: the cone of light diverging from the source, after passing through a 1 cm hole 80 cm away, expands further over the next 30 cm.

  • The angular size of the hole as seen from the source: the hole edges are at ±0.5 cm at 80 cm, so tan α = 0.5/80. At the screen (80 + 30 = 110 cm from source), the half-width = 110 × 0.5/80 = 0.6875 cm. Full diameter = 1.375 cm.

  • The height of the lit region is 1.375 cm.

Shaped cutouts (Q19-20)

  • A single point source behind a mask with a gamma-shaped cutout will project a gamma shape onto the screen. The projected shape is the same as the cutout (for a point source, each ray carries information about which part of the cutout it passed through).

  • Adding a second point source: each point source creates its own gamma-shaped projection, shifted according to the source's position. The two projections overlap, producing a brighter region where they coincide and extending the illuminated area where they do not.

  • Adding a long filament bulb (an extended source): every point along the filament acts as a separate point source, each producing its own shifted gamma. The result is a smeared or blurred gamma shape, stretched in the direction of the filament. The projected shape is a convolution of the cutout shape with the image of the filament.


Formulas

\theta_i = \theta_r \quad \text{(law of reflection)}
n_1 \sin\theta_1 = n_2 \sin\theta_2 \quad \text{(Snell's law)}
v = \frac{c}{n} \quad \text{(speed of light in a medium)}
t = \frac{d}{v} = \frac{nd}{c} \quad \text{(travel time in a medium of path length } d\text{)}

Real-World Applications

Snell's law governs how fibre-optic cables work: light bounces along the inside of a glass fibre because it hits the cladding boundary at an angle beyond the critical angle, undergoing total internal reflection.

Pinhole projection is the principle behind the camera obscura, the ancestor of all modern cameras. Understanding how a point source projects through an aperture is also how engineers design lighting in rooms and stage setups.


Common Misconceptions

  • Students often measure the angle of incidence from the surface rather than from the normal. All angles in reflection and refraction are measured from the normal.

  • Students sometimes think light speeds up in a denser medium. It slows down. Higher n means slower speed.

  • Students often assume the lit region from a point source through a shaped hole is the shape of the source. It is the shape of the hole. The source determines the position and brightness, not the shape.

  • Students sometimes forget that each point of an extended source acts as an independent point source. This is why extended sources produce blurred projections through apertures.


Why It Matters / Exam Flags

  • ⚠️ Two-mirror vertex problems require careful triangle geometry. Draw the diagram, label all angles from the normal, and use the fact that triangle angles sum to 180°.

  • ⚠️ Snell's law travel-time problems require you to find the path length in each medium (using trig from the geometry), then divide by v = c/n. Do not use the horizontal distance as the path length.

  • ⚠️ Aperture projection problems test whether you understand that a point source projects the shape of the hole, and an extended source blurs it. Know how to use similar triangles to find the size of the lit region.


Quick Self-Test

  1. True or false: The angle of reflection is measured from the surface of the mirror. (False. From the normal.)

  1. Fill in the blank: Light entering glass (n = 1.50) from air bends ______ the normal. (toward)

  1. True or false: A point source behind a star-shaped hole will project a star shape on the screen. (True.)

  1. Fill in the blank: The speed of light in water (n = 1.33) is approximately ______ × 10⁸ m/s. (2.26 × 10⁸)

  1. True or false: Moving a point source closer to a mask with a hole makes the lit region on the screen smaller. (False. It makes it larger.)


Practice Q&A

Q: Two flat mirrors meet at a 120° angle. A ray hits the first mirror at 40° from the normal. What is the angle of reflection from the second mirror?

A: The angle of reflection from mirror 1 is 40°. The angle between the ray path and mirror 1's surface is 90° − 40° = 50°. In the triangle formed by the ray, mirror 1, and mirror 2: 50° + 120° + angle at mirror 2 surface = 180° → angle at mirror 2 = 10°. Angle from normal at mirror 2 = 90° − 10° = 80°.

Q: Light travels from medium A (n = 1.20) into medium B (n = 1.80) at an angle of incidence of 30°. What is the refracted angle?

A: 1.20 × sin 30° = 1.80 × sin θ₂ → sin θ₂ = (1.20 × 0.500)/1.80 = 0.3333 → θ₂ = 19.5°.

Q: A point source is 60 cm in front of a mask with a 2 cm diameter hole. A screen is 40 cm behind the mask. What is the diameter of the lit region?

A: By similar triangles, the half-angle from the source to the hole edge: tan α = 1 cm / 60 cm. At the screen (100 cm from the source), the half-width = 100 × (1/60) = 1.667 cm. Diameter = 3.33 cm.


Connections to Other Topics

Snell's law is the foundation for understanding how lenses work, because a lens is simply a curved piece of glass with two refracting surfaces. The thin-lens equation and focal length are derived from applying Snell's law at curved boundaries.

The law of reflection is the basis for all mirror problems, including concave and convex mirrors covered in the lenses and mirrors study notes.

Aperture projection connects to diffraction: when the aperture is very small (comparable to the wavelength), ray optics breaks down and you need wave optics (single-slit diffraction) instead.


Related Terms / Search Tags

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