Optics Teaching Guide

Conceptual Foundations

Law of Reflection

  • The incident ray, the reflected ray and the normal lie in the same plane
  • The incident ray and the reflected ray lie on opposite sides of the normal
  • θi=θr\theta_i = \theta_r (angle of incidence = angle of reflection)

Law of Refraction (Snell's Law)

n1sin⁡θ1=n2sin⁡θ2n_1\sin\theta_1 = n_2\sin\theta_2

Light from an optically rarer → a denser medium: the angle of refraction < the angle of incidence (it bends toward the normal).

Total Internal Reflection

Condition: n1>n2n_1 > n_2 and θi≥C\theta_i \geq C, where sin⁡C=n2/n1\sin C = n_2/n_1.

Thin-Lens Imaging

1f=1u+1v,m=vu\frac{1}{f} = \frac{1}{u} + \frac{1}{v},\quad m = \frac{v}{u}

Object distanceNature of the imageApplication
u>2fu > 2fInverted, diminished real imageCamera
f<u<2ff < u < 2fInverted, magnified real imageProjector
u<fu < fUpright, magnified virtual imageMagnifying glass

Using the Builder

Component panel of the builder
Component panel of the builder

Open the optics builder (nav bar → Builder → Optics). The canvas is a 2D optical bench, about 12 m wide and 7 m tall. Click an entry in the component library on the left to add it, drag it on the canvas to place it, and change its parameters on the right. Rays leave the light source and bend automatically at medium interfaces according to the laws of reflection and refraction.

Gestures

OperationHow
Select a componentSingle-click the component on the canvas (its property card opens on the right)
Move a componentPress and drag
Rotate / set focal lengthAfter selecting, drag the round handle next to the component (plane mirror/lens/source)
Quick parameter editDouble-click a component to pop up its parameter box in place
Delete a componentSelect it and press Delete, or use the "Delete" button on the property card
Zoom the canvasMouse wheel
Draw a free-form mediumDrag vertices to reshape / double-click an edge to add a point / Alt+click to delete a point

A one-line gesture hint always sits in the top bar; glance at it whenever an operation slips your mind.


Detailed Component Reference

Light Sources

Single ray (ray)

A point source that emits a single ray - the most basic light source.

ParameterSymbolUnitRangeDefaultNotes
Position xxm−6–6−3.5Source position
Position yym−3.5–3.50.8—
Rotation angleangle°−180–180−15Direction the ray leaves (0° = to the right, counterclockwise positive)

Used for: studying the reflection/refraction path of a single ray and measuring angles.

Demo idea: pair it with a plane mirror to verify θi=θr\theta_i = \theta_r, and with a glass slab to verify the law of refraction.

Parallel beam (beam)

Several equally spaced parallel rays, simulating sunlight or a collimated laser beam.

ParameterSymbolUnitRangeDefaultNotes
Position xxm−6–6−3.5—
Position yym−3.5–3.50Beam centre
Rotation angleangle°−180–1800Direction of propagation (0° = to the right, counterclockwise positive)
Widthwidthm0.1–30.8Total beam width
Number of rayscount—2–155How many parallel lines

Used for: lens focusing (parallel light through the focus) and prism dispersion.

Fan beam (fan)

A fan-shaped diverging beam emitted from a single point.

ParameterSymbolUnitRangeDefaultNotes
Position xxm−6–6−3.5Divergence centre
Position yym−3.5–3.50—
Rotation angleangle°−180–1800Central direction of the fan
Spread anglespread°5–12040Angle the fan opens through
Number of rayscount—2–157—

Used for: simulating a point source shining on a lens or mirror to observe imaging.


Refracting Media

Glass slab (slab)

A rectangular transparent block of medium.

ParameterSymbolUnitRangeDefaultNotes
Position xxm−6–60Centre position
Position yym−3.5–3.50—
Widthwidthm0.3–82.4Horizontal size
Heightheightm0.2–41Vertical size
Rotation angleangle°−180–1800Overall rotation (0° = placed upright, counterclockwise positive)
Refractive indexn—1.05–1.91.5Ordinary glass 1.5

Used for: observing the lateral shift as light passes through a parallel-sided glass slab (the emergent ray is parallel to the incident ray but offset).

Cylindrical glass / water drop (circle)

A circular transparent medium.

ParameterSymbolUnitRangeDefaultNotes
Position xxm−6–60Centre of the circle
Position yym−3.5–3.50—
Radiusradiusm0.2–2.51—
Refractive indexn—1.05–1.91.5Water drop 1.33

Used for: simulating refraction in a water drop (the principle of the rainbow) and a cylindrical lens.

Triangular prism (prism)

A triangular prism, for observing dispersion and deviation.

ParameterSymbolUnitRangeDefaultNotes
Position xxm−6–60—
Position yym−3.5–3.50.9—
Apex angleapexAngle°20–10060Standard prism 60°
Heightheightm0.4–2.51.2—
Rotation angleangle°−180–1800—
Refractive indexn—1.05–1.91.5—

Used for: white-light dispersion (the refractive index differs by wavelength) and measuring the angle of minimum deviation.

Demo idea: shine a parallel beam on the prism and watch the emergent ray deviate; the larger the apex angle, the greater the deviation.

Semicircular glass block (semicircle)

A semicircular medium with a flat edge and a curved (arc) edge.

ParameterSymbolUnitRangeDefaultNotes
Position xxm−6–60Centre of the circle
Position yym−3.5–3.50—
Radiusradiusm0.3–2.51.1—
Flat-face directionflatAngle°−180–18090Which way the flat face points: 90° = face down (standard), 0° = face right
Refractive indexn—1.05–1.91.5—

Used for: the classic experiment to measure the refractive index. When light travels from the centre toward the flat edge, it is not refracted at the arc (it runs along the normal) and refracts only once at the flat edge, which simplifies angle measurement.

Demo idea:

  1. Shine the ray in through the arc (aimed at the centre) → it refracts at the flat edge
  2. Increase the angle of incidence step by step and watch the angle of refraction grow
  3. Find the critical angle (angle of refraction = 90°) and verify sin⁡C=1/n\sin C = 1/n

Regular polygon glass (polygon)

A regular polygon block of medium.

ParameterSymbolUnitRangeDefaultNotes
Position xxm−6–60—
Position yym−3.5–3.50—
Radiusradiusm0.3–2.51Circumradius
Number of sidessides—3–1063 = triangle, 6 = hexagon
Rotation angleangle°−180–1800—
Refractive indexn—1.05–1.91.5—

Water surface · half-plane (water)

A horizontal interface: air above, water (or another medium) below.

ParameterSymbolUnitRangeDefaultNotes
Water surface heightsurfaceYm−3–30y-coordinate of the interface
Refractive indexn—1.05–1.91.33Water 1.33

Used for: objects in water looking shallower than they are (refraction imaging) and total internal reflection seen from underwater.

Custom medium (custom)

A medium region of free-drawn shape. You must draw it with the "Draw a free-form medium" button in the top-left corner (clicking "Custom medium" in the library only adds a shapeless placeholder and shows no light path). Suited to water drops, irregular glass and the like.

ParameterSymbolUnitRangeDefaultNotes
Position xxm−6–60—
Position yym−3.5–3.50—
Refractive indexn—1.05–1.91.5—

Shared medium options: white-light dispersion and overlap priority

All media (slab, prism, water, custom medium...) have two shared options:

  • White-light dispersion (white): when on, this medium refracts according to the crown-glass index table (red 1.513 → violet 1.532), so white light passing through splits into six colours. Note the name clash with the source's "White light (six colors)" - there it means emitting composite white light, here it means the medium splitting it; a dispersion experiment needs both switched on.
  • Overlap priority (priority): omitted = 0 for water and 1 for the other media. Where two media overlap, the larger value wins (on a tie, the one added later wins). Water defaults to 0 so that objects immersed in water (glass, air bubbles) automatically override it.

Reflective Elements

Plane mirror (mirror)

ParameterSymbolUnitRangeDefaultNotes
Position xxm−6–60Centre of the mirror
Position yym−3.5–3.5−1.5—
Lengthlengthm0.4–83Effective length of the mirror
Rotation angleangle°−180–18000 = vertical mirror

Used for: verifying the law of reflection and plane-mirror imaging (an upright virtual image the same size).

Spherical mirror · concave/convex (curved_mirror)

ParameterSymbolUnitRangeDefaultNotes
Position xxm−6–60Vertex of the mirror
Position yym−3.5–3.50—
Radiusradiusm0.2–102Radius of curvature (f=R/2f = R/2)
Arc-facing directionangle°−180–1800Which way the reflective face points: 0° = right, 90° = up
Aperture angleaperture°10–17060Opening angle of the mirror; larger means a wider mirror

Note:

  • Concave mirror (converging): f=R/2>0f = R/2 > 0, parallel light converges to the focus
  • Convex mirror (diverging): the radius only accepts positive values (0.2–10); turn the rotation angle by 180° (or point the mirror's opening away from the source) and the reflective face points outward, giving a convex mirror
  • The imaging formula is the same as for a thin lens: 1f=1u+1v\frac{1}{f} = \frac{1}{u} + \frac{1}{v}

Lenses

Thin lens · convex/concave (lens)

ParameterSymbolUnitRangeDefaultNotes
Position xxm−6–60Centre of the lens
Position yym−3.5–3.50—
Focal lengthfm−5–51.5Positive = convex lens (converging), negative = concave lens (diverging); f=0 is invalid, the engine rejects it
Refractive indexn—1.05–1.91.5Coupled with the focal length: the surface radius is derived from f and n as r=2|f|(n−1); changing n does not change the focal length but reshapes the surfaces in step; n=1.0 is invalid
Heightheightm0.2–41.6Lens aperture (vertical)
Thicknessthicknessm0.1–10.3Affects the display only
Rotation angleangle°−90–9000 = placed upright (a lens is left-right symmetric, so ±90° covers every orientation)

Note:

  • f>0f > 0: convex lens (converging), parallel light converges to the focus
  • f<0f < 0: concave lens (diverging), parallel light diverges (the backward extensions pass through the virtual focus)
  • f=0 and n=1.0 are invalid: the surface radius r=2|f|(n−1) collapses to 0; the property panel flags it in red on the spot and the engine rejects the submission
  • Division of labour between f and n: f sets the optical power (how strongly it converges), n sets the surface shape and dispersion - changing n does not change the focal length, but the surfaces flatten in step
  • Rays that fall outside the lens height (aperture) are clipped

Auxiliary Elements

Screen (screen)

A screen that receives rays, used to observe real images.

ParameterSymbolUnitRangeDefaultNotes
Position xxm−6–63—
Position yym−3.5–3.50—
Lengthlengthm0.4–83—
Rotation angleangle°−180–1809090° = vertical screen

Used for: moving the screen to find the position of a real image (where the rays converge). A virtual image cannot be caught on the screen.


Using the Lab

Ray display in the lab
Ray display in the lab

Click "Run it" to enter the lab:

  • Light paths computed automatically: incident/reflected/refracted rays are distinguished by colour
  • Normals shown: dashed normals at the incidence points
  • Angle labels: the angles of incidence, reflection and refraction are labelled with their values
  • Extension lines: the backward extensions (virtual-image positions) are shown dashed
  • Total internal reflection notice: when the TIR condition is met the refracted ray vanishes and a notice appears
  • Parameter scan: change the angle of incidence / refractive index / object distance and watch the angle of refraction / image distance change

Common Problems and Cautions

  • A ray disappears: the ray is not aimed at any component. Adjust the source's rotation angle or position.
  • No total internal reflection: it must go from an optically denser → a rarer medium (n1>n2n_1 > n_2). Light entering glass from air never totally internally reflects.
  • You cannot see the virtual image: a virtual image is formed where the extension lines meet; tick "extension lines" to show it.
  • Sign of the focal length: f>0f > 0 convex lens, f<0f < 0 concave lens, f=0 invalid (the engine rejects it). Setting it wrong makes the imaging entirely wrong.
  • Paraxial approximation: rays at large angles deviate from the formula's prediction (spherical aberration); this is normal physics.
  • Aperture clipping: rays outside the height range of a lens or mirror are clipped; this is not a bug.

Teaching Suggestions

  • Verify the law of reflection: single ray + plane mirror; vary the angle of incidence and record the angle of reflection.
  • Measure the refractive index: single ray + semicircular glass block; enter through the arc and measure the angle of refraction at the flat edge.
  • Total internal reflection: semicircular glass block; increase the angle of incidence step by step until the refracted ray vanishes.
  • Convex-lens imaging: fan beam + convex lens + screen; change the object distance and watch how the image changes.
  • Dispersion: parallel beam + triangular prism; observe that different colours deviate by different angles.

Related Experiments

  • Verify the law of reflection: θi=θr\theta_i = \theta_r
  • Investigate the law of refraction: n1sin⁡θ1=n2sin⁡θ2n_1\sin\theta_1 = n_2\sin\theta_2
  • Determine the refractive index of glass: pin method / semicircular-block method
  • Observe total internal reflection: find the critical angle and compute nn
  • Rules of convex-lens imaging: vary the object distance systematically
  • Dispersion of light: splitting light with a prism