PhysicsIntermediateExperiment simulation~20 min

Geometric Optics: Reflection, Refraction and Lenses

A straw looks bent in a glass of water. A diamond sparkles. A magnifying glass makes print bigger, and a camera lens makes a tiny upside-down picture of the world. All of this follows from two simple rules for how light bounces and bends. Aim a laser at mirrors and glass, measure the angles, and build images with lenses.

Reflection
Explore

122

Or drag the blue handle on the object. Drag the object itself to move it.

Glass
1.5

Key

  • Light ray
  • Normal
  • Angle of incidence
  • Reflected / refracted angle
—
—
—
—
—
—
—
—
—
—
—
—

How to use this simulator

  1. In Ray lab, drag the laser, the mirrors and the glass to move them, and drag their blue handles (or use the Angle slider) to rotate them. The first surface the beam meets is labelled with its angles.
  2. Switch the glass between a block and a prism, change its refractive index, and look for total internal reflection inside it.
  3. In Snell’s law, drag the laser around the circle and choose the two media. Put the denser medium on top (or press Swap the media) and increase the angle past the critical angle.
  4. In Lenses, drag the object, the lens (⇔ handle) or the focal point F′. Try object distances beyond 2F, between F and 2F, and inside F, for both lens types. Turn on the parallel beam to see a lens converge or diverge light.
  5. Tap any part of the picture for an explanation. Reset restores every setting.

Light as rays

Light is a wave, but when it meets objects much larger than its wavelength (less than a thousandth of a millimetre) we can treat it as travelling in straight lines called rays. This is geometric optics. Angles are always measured from the normal: an imaginary line at right angles to the surface at the point where the ray hits it.

Reflection

When light bounces off a smooth surface, the law of reflection holds: the angle of reflection equals the angle of incidence (θr = θi), and the incident ray, reflected ray and normal lie in the same plane. Because both angles change when the mirror tilts, turning a mirror by an angle δ swings the reflected beam through 2δ. Rough surfaces scatter light in many directions (diffuse reflection), which is why paper is not a mirror, even though each tiny patch obeys the same law.

Refraction and refractive index

Light travels more slowly in glass, water or diamond than in a vacuum. The refractive indexn = c / v compares the two speeds, where c = 3.00 × 10⁸ m/s. When light crosses a boundary at an angle its speed changes, so it changes direction: refraction. Entering a medium with a higher n, it bends towards the normal; entering a lower n, it bends away. Some light is also reflected at every boundary: about 4% for air and glass at normal incidence.

MaterialRefractive index nCritical angle (to air)
Air1.00—
Water1.3348.8°
Glass (typical)1.5041.8°
Diamond2.4224.4°

Snell’s law

The amount of bending is given by Snell’s law:

n₁ sin θ₁ = n₂ sin θ₂

n₁ and θ₁ belong to the medium the light comes from, n₂ and θ₂ to the medium it enters, and both angles are measured from the normal. Light hitting the boundary straight on (θ₁ = 0) does not bend at all.

Total internal reflection

Going from a higher to a lower refractive index, the refracted ray bends away from the normal. At thecritical angle θc it skims along the surface (θ₂ = 90°), so sin θc = n₂ / n₁. Beyond that angle Snell’s law has no solution and no light gets through: all of it is reflected. Thistotal internal reflection can only happen inside the denser medium. It traps light in optical fibres and makes diamonds, with their tiny critical angle, sparkle.

Lenses and focal length

A lens refracts light at two curved surfaces. A converging (convex) lens, thicker in the middle, bends parallel rays together to a focal point F′. A diverging (concave) lens, thinner in the middle, spreads them out as if they came from a focal point on the near side. The distance from the lens to F is thefocal length f, positive for a converging lens and negative for a diverging one. The power of a lens P = 1/f (f in metres) is measured in dioptres, the unit on spectacle prescriptions.

Forming images

Three easy rays locate the image of the top of an object:

  • a ray parallel to the axis leaves through F′ (or as if from F, for a diverging lens);
  • a ray through the centre of the lens carries straight on;
  • a ray through F (or heading towards F′, for a diverging lens) leaves parallel to the axis.

The thin-lens equation gives the same answer:

1/f = 1/dₒ + 1/dᵢ,   m = −dᵢ/dₒ = hᵢ/hₒ

dₒ is the object distance, dᵢ the image distance (positive for a real image on the far side, negative for a virtual image on the same side as the object) and m the magnification (negative means inverted). A real image is where light actually meets; it can be caught on a screen. A virtual image is where rays only seem to come from.

Object (converging lens)ImageUsed in
Beyond 2FReal, inverted, smallerCamera, eye
Between F and 2FReal, inverted, largerProjector
Inside FVirtual, upright, largerMagnifying glass

Real-world applications

  • Periscopes and car mirrors use the law of reflection; retro-reflectors on bikes send light straight back with two or three mirrors at right angles.
  • Optical fibres carry internet data as light trapped by total internal reflection, and endoscopes let doctors see inside the body.
  • Glasses and contact lenses correct long sight (converging) and short sight (diverging).
  • Cameras, microscopes and telescopes combine lenses to form magnified real or virtual images.
  • Prisms bend different colours by slightly different amounts, splitting white light into a spectrum.

Common misconceptions

  • “Angles are measured from the surface.” They are measured from the normal.
  • “Light bends because it hits the surface.” It bends because its speed changes; a ray hitting straight on does not bend.
  • “Total internal reflection can happen going into glass.” Only when light tries to leave the denser medium.
  • “Covering half a lens cuts off half the image.” Every part of the lens forms the whole image; it just becomes dimmer.
  • “Virtual images are not real, so you cannot see them.” You see them every time you look in a mirror.

What the model assumes

Light is treated as rays of a single colour, so a prism does not split it into a spectrum here. The mirrors are flat and perfectly reflecting on both faces. Refractive indices are constant, and the fraction reflected at the glass is calculated with the Fresnel equations for unpolarised light; very faint reflections are not drawn. The lens view uses the thin-lens, paraxial model: each ray bends once, at the centre line of the lens, using u′ = u − y/f, which is exact only for rays close to the axis. Real lenses have thickness and aberrations, so wide rays do not focus perfectly. Objects and images are measured in centimetres along the axis.

Key takeaways

  • Angles are measured from the normal; at a mirror, the angle of reflection equals the angle of incidence.
  • Refractive index n = c/v; light bends towards the normal when it enters a higher n.
  • Snell’s law: n₁ sin θ₁ = n₂ sin θ₂.
  • Total internal reflection needs n₁ > n₂ and an angle above θc, where sin θc = n₂/n₁.
  • Thin lenses obey 1/f = 1/dₒ + 1/dᵢ with magnification m = −dᵢ/dₒ; real images are inverted, virtual ones upright.

Knowledge check

Geometric Optics: Reflection, Refraction and Lenses: test your understanding

Answer each question to get instant feedback and an explanation. Use the simulator to check your thinking.

10 questions3 basic6 intermediate1 advanced

0 of 10 answered

  1. Q1BasicA light ray hits a plane mirror at 35° to the normal. At what angle to the normal is it reflected?
    Show answer

    Answer: B. 35°

    Law of reflection: the angle of reflection equals the angle of incidence, both measured from the normal.

  2. Q2IntermediateYou tilt a mirror by 10° while the laser stays still. How far does the reflected beam turn?
    Show answer

    Answer: C. 20°

    Tilting the mirror by δ changes both the angle of incidence and the angle of reflection by δ, so the reflected beam turns by 2δ = 20°.

  3. Q3BasicWhat does a refractive index of 1.5 tell you about glass?
    Show answer

    Answer: B. Light travels 1.5 times slower in glass than in a vacuum (n = c/v)

    n = c/v, so v = c/1.5 ≈ 2.0 × 10⁸ m/s. The slower light travels in a material, the more it bends on entering it.

  4. Q4IntermediateLight passes from air (n = 1.00) into glass (n = 1.50) at 40° to the normal. What is the angle of refraction?
    Show answer

    Answer: A. About 25°

    Snell’s law: 1.00 × sin 40° = 1.50 × sin θ₂, so sin θ₂ = 0.643 ÷ 1.50 = 0.428 and θ₂ ≈ 25.4°. It bends towards the normal.

  5. Q5IntermediateWhen can total internal reflection happen?
    Show answer

    Answer: B. Only when light goes from a higher to a lower refractive index and the angle of incidence exceeds the critical angle

    Snell’s law then needs sin θ₂ > 1, which is impossible, so no light is transmitted. Going from air into glass it can never happen.

  6. Q6IntermediateWhat is the critical angle for light going from water (n = 1.33) into air?
    Show answer

    Answer: C. About 49°

    sin θc = n₂/n₁ = 1.00/1.33, so θc ≈ 48.8°. For glass (1.50) it is about 41.8°, and for diamond (2.42) only about 24.4°, which is why diamonds sparkle.

  7. Q7IntermediateAn object is 30 cm from a converging lens with a focal length of 10 cm. Where is the image?
    Show answer

    Answer: B. 15 cm on the other side of the lens

    1/f = 1/dₒ + 1/dᵢ gives 1/dᵢ = 1/10 − 1/30 = 2/30, so dᵢ = 15 cm. It is real, inverted and half the size: m = −15/30 = −0.5.

  8. Q8AdvancedAn object is 5 cm from a converging lens with f = 10 cm. Which description of the image is correct?
    Show answer

    Answer: B. Virtual, upright and twice the size, on the same side as the object

    1/dᵢ = 1/10 − 1/5 = −1/10, so dᵢ = −10 cm (virtual) and m = −(−10)/5 = +2. This is how a magnifying glass works.

  9. Q9IntermediateWhat kind of image does a diverging (concave) lens form of a real object?
    Show answer

    Answer: B. Always virtual, upright and smaller

    A diverging lens spreads rays out, so they never meet. For f = −10 cm and dₒ = 20 cm: dᵢ ≈ −6.7 cm and m ≈ +0.33.

  10. Q10BasicWhat is the difference between a real and a virtual image?
    Show answer

    Answer: B. Light rays actually meet at a real image, so it can be projected onto a screen; they only appear to come from a virtual image

    Cameras and projectors form real images on a sensor or screen; magnifying glasses and plane mirrors form virtual images you can only see by looking into them.

References and further reading

  1. Ling, S. J., Moebs, W., & Sanny, J. (2016). University Physics Volume 3, Chapter 1: The Nature of Light (reflection, refraction, total internal reflection). OpenStax. openstax.org (opens in a new tab)
  2. Ling, S. J., Moebs, W., & Sanny, J. (2016). University Physics Volume 3, Section 2.4: Thin Lenses. OpenStax. openstax.org (opens in a new tab)
  3. Hecht, E. (2017). Optics (5th ed.), Chapters 4–5: The Propagation of Light; Geometrical Optics. Pearson.
  4. Pedrotti, F. L., Pedrotti, L. M., & Pedrotti, L. S. (2017). Introduction to Optics (3rd ed.). Cambridge University Press.
  5. Urone, P. P., & Hinrichs, R. (2020). College Physics 2e, Chapter 25: Geometric Optics. OpenStax. openstax.org (opens in a new tab)

This simulator is a simplified educational model. Found an error? Let us know. See our educational disclaimer.