Competitive Physics
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Optics Lab · all topics
Module 02 · JEE Advanced

Refraction — light that bends

Cross a boundary at an angle and light changes speed — so it changes direction. One line, n₁ sin θ₁ = n₂ sin θ₂, runs through everything here: the bent straw, the shallow-looking pool, the sparkle of a diamond, the internet in a glass thread. Grab a ray and drag it; the geometry keeps Snell's law true.

✋ every figure below is draggable
01 — the one law

Snell's law, by hand

Set the index on both sides and drag the incident ray. Into a denser medium (n₂ > n₁) the ray bends toward the normal; the other way it bends away and the pencil diverges — push it far enough and nothing gets through at all. Across the boundary the product n·sin θ always matches.

✋ drag the yellow incident ray
angle of incidence θ₁{{ snellT1 }}°
angle of refraction θ₂{{ snellT2 }}
n₁ sin θ₁ = n₂ sin θ₂
{{ snellEq }}
n₁ · top medium{{ snellN1txt }}
n₂ · bottom medium{{ snellN2txt }}
air 1.00 · water 1.33 · glass 1.50 · diamond 2.42 — set n₁ > n₂ to watch it diverge

{{ snellNote }}

02 — in one side, out the other

The parallel slab & its sideways shift

A slab bends the ray twice, equal and opposite, so it emerges parallel to how it went in — just nudged sideways. That nudge is the lateral shift. Drag the ray and watch the shift grow with the angle.

✋ drag the incident ray
incidence θ₁{{ slabT1 }}°
inside angle θ₂{{ slabT2 }}°
lateral shift d{{ slabShift }}
slab index n{{ slabNtxt }}

Formula. d = t · sin(θ₁ − θ₂) / cos θ₂, with thickness t = 3.0 units. For small angles this collapses to d ≈ t·θ₁·(1 − 1/n).

03 — why the pool looks shallow

Apparent depth

Rays from the object bend at the surface and, traced back, seem to start somewhere else — so a submerged object never looks where it truly is. Which way it shifts depends on which side is denser. Here are the terms and the law; then drag the object to watch them move.

The law, and the terms in it
drealreal depth: the object's true distance from the surface.
dappapparent depth: where near-vertical rays make it seem to sit.
n — index of the denser medium, relative to the rarer.
① Object in the denser medium
n = drealdapp so dapp = drealn

A fish in water seen from the air: the image rises toward the surface, dapp < dreal.

② Object in the rarer medium
1n = drealdapp so dapp = n · dreal

A bird in air seen from under the water: the image lifts farther, dapp > dreal.

The shift Δt — how far the image jumps
Δt = dreal − dapp = dreal ( 1 −1n)
a glass slab of thickness t lifts the object by  Δt = t ( 1 −1n)

Δt is the apparent displacement — the gap between where the object is and where it appears.

looking from:
✋ drag the object · {{ depthWhich }}
{{ depthTitle }}
dreal{{ depthReal }}
dapp{{ depthApp }}
shift Δt{{ depthShift }}
{{ depthRealN }}{{ depthAppN }} ={{ depthRatio }}
{{ depthCaseLine }}
liquid index n{{ depthNtxt }}
water 1.33 · oil ~1.47

Both follow from Snell near the normal. A coin under a glass block rises by t(1 − 1/n); a fish appears higher to a diver looking down its own reflection.

04 — when light can't get out

Critical angle & total internal reflection

Now go the other way — dense to rare, so the ray bends away from the normal. Widen the angle and the refracted ray swings flatter until, at the critical angle, it grazes the surface. Past it, none escapes: the boundary becomes a perfect mirror.

{{ tirHint }}
{{ tirState }}
angle inside θ{{ tirT }}°
critical angle θc{{ tirTc }}°
sin θc = 1 / n = {{ tirSinC }} → θc = {{ tirTc }}°
dense-medium index n{{ tirNtxt }}

θc = sin⁻¹(1/n). Denser glass → smaller critical angle → easier to trap light. A diamond's tiny 24.4° is why it holds fire.

05 — TIR, put to work

The optical fibre

Bend the trapping into a thread. As long as every bounce hits the wall beyond the critical angle, the ray never leaks — it ricochets down the core for kilometres. Steepen the launch too far and it spills out. Drag the launch to feel the edge.

✋ drag to aim the launched ray
{{ fibreState }}
bounce hits wall at{{ fibreInc }}°
must exceed θc{{ fibreTc }}°

The core here has n = 1.50, so θc ≈ 41.8°. Rays launched close to the axis strike the wall near-grazing (large incidence) and stay locked in. That steep-vs-shallow limit is captured by the fibre's numerical aperture.

06 — many boundaries at once

Stacked layers & the bending path

Snell's law fires again at every boundary. Stack layers of rising index and the ray bends a little more at each — a staircase leaning toward the vertical. Let the layers grow infinitely thin and the staircase smooths into a curve: that continuous version is a mirage, the flattened setting Sun, the twinkle of a star.

layers:
✋ drag the incident ray
the path is{{ stackLabel }}
n · sin θ = constant
densest layer n{{ stackNtxt }}

Because n·sin θ is conserved layer to layer, the ray keeps turning the same way. Reverse the gradient — hot, thin air near a road below cooler air — and it curves the other way, lifting a shimmering "puddle" of sky: a mirage.

why you see a mirage

On a baking road the air right at the surface is hot and thin — a lower index than the cooler air above. That is the gradient flipped: index now rises with height.

A near-horizontal ray from the sky dips toward the road, and by n·sin θ = constant it keeps bending until it turns horizontal and curves back up into your eye — an upside-down total-reflection near the ground.

Your brain traces that arriving ray straight backward, placing an image of the sky below the road. That inverted patch of shimmering sky is what looks like a pool of water — the same physics flattens the setting Sun and makes stars twinkle.

07 — practice arena

Now you work

A warm-up, an open bench where you build the condition and it checks you, then a JEE-grade exam bank. Collapse any rung you're done with.

Warm-up 4 quick checks
Q{{ q.n }}. {{ q.q }}
{{ q.resultText }}
Open bench · dense-to-rare read the task → set it up → check · {{ labSolved }}/8 solved

Light rises from glass into air. Drag the ray to set the angle inside, slide the glass index, and recreate each task, then hit check.

n = {{ labNtxt }}
✋ drag the ray inside the glass
live readout
{{ row.k }}{{ row.v }}
Task {{ labIdx1 }} / 8

{{ labPrompt }}

{{ labResText }}
Exam bank 10 single-correct · JEE Advanced / Olympiad grade · {{ examSolved }}/10 correct
Q{{ q.n }}. {{ q.q }}
{{ q.resultText }}

Recap card — refraction

n₁ sin θ₁ = n₂ sin θ₂; frequency fixed, speed & λ change.
◦ Denser → bend toward normal; rarer → away.
◦ Slab: emerges parallel, shift d = t·sin(θ₁−θ₂)/cos θ₂.
◦ Apparent depth: n = dreal ÷ dapp; slab shift Δt = t(1 − 1/n).
θc = sin⁻¹(1/n); beyond it, total internal reflection.
◦ Fibre & diamond = TIR at work.
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