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Refractive Index
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1Refraction is the way a wave changes [blank_start]direction[blank_end] as it enters a different [blank_start]medium[blank_end]. The change in direction is a result of the wave [blank_start]slowing[blank_end] down or speeding [blank_start]up[blank_end]. When this happens, the wave will [blank_start]bend[blank_end] towards or away from the [blank_start]normal[blank_end].
- If a light ray bends towards the normal, it is [blank_start]slowing[blank_end] [blank_start]down[blank_end]. The ray is going from a [blank_start]less[blank_end] optically dense material to a [blank_start]more[blank_end] optically dense material.
- If the ray bends away from the normal, the wave is [blank_start]speeding[blank_end] [blank_start]up[blank_end]. It is going from an optically [blank_start]denser[blank_end] material to a [blank_start]less[blank_end] optically dense material.
- The speed changes because the [blank_start]wavelength[blank_end] of the wave is changing and the [blank_start]frequency[blank_end] stays constant (v = fλ).
- If light travels from a less optically dense material to a more optically dense material, the wave [blank_start]slows[blank_end] [blank_start]down[blank_end], the wavelength [blank_start]decreases[blank_end] and the [blank_start]frequency[blank_end] stays the same.
- Adirection
- Bmedium
- Cslowing
- Dup
- Ebend
- Fnormal
- Gslowing
- Hdown
- Ispeeding
- Jless
- Kup
- Lmore
- Mless
- Ndenser
- Owavelength
- Pfrequency
- Qslows
- Rdown
- Sdecreases
- Tfrequency
2Light goes fastest in a [blank_start]vacuum[blank_end]. It [blank_start]slows down[blank_end] in other materials because it interacts with the [blank_start]particles[blank_end] in them.
The more optically dense a material is, the [blank_start]more[blank_end] light slows down when it enters it and hence the [blank_start]higher[blank_end] the refractive index.
The refractive index of a material, n, is the [blank_start]ratio[blank_end] between the speed of light in a vacuum, [blank_start]c[blank_end], and the speed of light in that material, [blank_start]v[blank_end].
n = [blank_start]c / v[blank_end] where c = 3.00 x 10^8 ms^-1
The speed of light in air is only a [blank_start]tiny[blank_end] bit smaller than c. Therefore you [blank_start]can[blank_end] assume the refractive index of air is [blank_start]1[blank_end].- Avacuum
- Bslows down
- Cspeeds up
- Dparticles
- Emore
- Fless
- Ghigher
- Hlower
- Iratio
- Jc / v
- Kv / c
- Lv
- Mc
- Ntiny
- Ocan
- Pcan't
- Q1
3Snell's Law:
1. The angle the incoming light makes to the normal is called the angle of [blank_start]incidence[blank_end], θ1.
The angle the refracted ray makes with the normal is called the angle of [blank_start]refraction[blank_end], θ2.
2. The light is crossing a boundary, going from a medium with [blank_start]refractive[blank_end] [blank_start]index[blank_end] n1 to a medium with refractive index [blank_start]n2[blank_end].
3. When light enters an optically denser medium it is refracted [blank_start]towards[blank_end] the normal.
4. n1, n2, θ1 and θ2 are related by Snell's law: n1sinθ[blank_start]1[blank_end] = n2[blank_start]sin[blank_end]θ2
- Aincidence
- Brefraction
- Crefractive
- Dindex
- En2
- Ftowards
- G1
- Hsin
4Critical Angle:
When light goes from an optically dense material into an optically [blank_start]less[blank_end] dense material (e.g. glass to air), interesting things can start to happen. As you increase the angle of [blank_start]incidence[blank_end], the angle of refraction gets closer and closer to [blank_start]90[blank_end]°. Eventually the angle of incidence, θ1 reaches a [blank_start]critical[blank_end] angle C for which the angle of [blank_start]refraction[blank_end] θ2 = [blank_start]90[blank_end]°. The light is refracted [blank_start]along[blank_end] the boundary.
At angles of incidence [blank_start]greater[blank_end] than C, refraction is impossible. That means [blank_start]all[blank_end] the light is [blank_start]reflected[blank_end] back into the material. This effect is called [blank_start]total[blank_end] [blank_start]internal[blank_end] [blank_start]reflection[blank_end].
For light hitting a material-to-air boundary (assuming the material is [blank_start]more[blank_end] optically dense) at the [blank_start]critical[blank_end] angle, Snell's law simplifies to become: [blank_start]sinC[blank_end] = [blank_start]1[blank_end] / [blank_start]n[blank_end] where n is the refractive index of the [blank_start]material[blank_end] (n[blank_start]1[blank_end] below)
This happens because n2 = air = [blank_start]1[blank_end], sinθ[blank_start]2[blank_end] = sin(90°) = 1 and θ1 = [blank_start]C[blank_end]. n1sinθ1 = n2sinθ2
- Aless
- B90
- Cincidence
- Dcritical
- Erefraction
- F90
- Galong
- Hgreater
- Iall
- Jreflected
- Ktotal
- Linternal
- Mreflection
- Nmore
- Ocritical
- PsinC
- Q1
- Rn
- Smaterial
- T1
- U1
- V2
- WC
5Investigating Critical Angles and Total Internal Reflection:
1. Shine a light ray into the [blank_start]curved[blank_end] face of a semi-circular glass block so that it always enters at [blank_start]right angles[blank_end] to the edge - this means the ray won't [blank_start]refract[blank_end] as it enters the block, just when it leaves from the straight edge.
2. Vary the angle of [blank_start]incidence[blank_end], i, until the light beam refracts so much that it exits the block along the [blank_start]straight edge[blank_end]. This angle of incidence is the [blank_start]critical angle[blank_end], C, for [blank_start]glass-air[blank_end] boundary.
3. Use n = 1 / sinC to find the [blank_start]refractive index[blank_end] of the block if you want.
4. If you increase the angle of incidence so it's [blank_start]greater[blank_end] than C, you'll find the ray is [blank_start]reflected[blank_end] from the straight edge of the block.
θ < C means a refracted ray and a [blank_start]partially[blank_end] reflected ray
θ = C means a refracted ray along the boundary (90°) and a [blank_start]stronger[blank_end] reflected ray
θ > C means total internal reflection (no refraction and [blank_start]strongest[blank_end] reflected ray)
- Acurved
- Bright angles
- Crefract
- Dreflect
- Eincidence
- Fstraight edge
- Gcritical angle
- Hglass-air
- Iair-glass
- Jrefractive index
- Kgreater
- Lless
- Mreflected
- Nrefracted
- Opartially
- Pstronger
- Qstrongest
6Velocity in Medium, v:

- AThe lower the refractive index of the medium, the faster light will travel in it.
- BThe higher the refractive index of the medium, the faster light will travel in it.
- CAs temperature increases, density of air decreases. Therefore speed of light increases because as the atoms get further apart it becomes more like a vacuum where light travels fastest.
- DAs temperature increases, density of air decreases. Therefore speed of light decreases because as the atoms get further apart it becomes more like a vacuum where light travels fastest.
- EIf light travels faster in hotter air, the refractive index of air decreases (n air = c / v air).
- FIf light travels faster in hotter air, the refractive index of air increases (n air = c / v air).
- GA mirage is caused by this change in n air as the air temperature changes (light travels faster in the hotter, less dense air with a lower refractive index).
7Red and Violet Light:

- ARed light has the higher speed in glass because it bends the least so slows down the least and refracts the least.
- BRed light and violet light travel at the same speed in a vacuum because all colours of light travel at the same speed in a vacuum (3.00 x 10^8).
- Cn violet in glass is higher than n red in glass because violet light bends more so slows down more and refracts more (n = c / v).
- DViolet light has the higher speed in glass because it bends the least so slows down the least and refracts the least.
- ERed light and violet light travel at different speeds in a vacuum because all colours of light travel at different speeds in a vacuum.
- Fn violet in glass is lower than n red in glass because violet light bends more so slows down more and refracts more (n = c / v).
8Reflection and Diagrams:
- Angle of incidence = Angle of [blank_start]reflection[blank_end]
- Rays of light are drawn at [blank_start]90[blank_end]° to the [blank_start]wavefronts[blank_end] for plan view diagrams.
- The n[blank_start]ormal[blank_end] is at 90° to the boundary.
- Areflection
- B90
- Cwavefronts
- Dormal
9Water Waves and Refraction:
- Water waves in deep water have a [blank_start]longer[blank_end] wavelength so travel [blank_start]faster[blank_end] for constant frequency.
- Water waves in shallower water have a [blank_start]shorter[blank_end] wavelength so travel [blank_start]slower[blank_end] for constant frequency.
- At a deep-shallow boundary, the water waves will bend [blank_start]towards[blank_end] the normal as their wavelength [blank_start]decreases[blank_end] and they [blank_start]slow down[blank_end] (frequency remains constant).
- Alonger
- Bshorter
- Cfaster
- Dslower
- Eshorter
- Flonger
- Gslower
- Hfaster
- Itowards
- Jaway from
- Kdecreases
- Lincreases
- Mslow down
- Nspeed up
10Optical Fibres:
Optical fibres use [blank_start]total[blank_end] [blank_start]internal[blank_end] [blank_start]reflection[blank_end].
It is essential that the light ray hits the c[blank_start]ore[blank_end]-c[blank_start]ladding[blank_end] boundary at an angle [blank_start]greater[blank_end] than the critical angle for them to work (i.e. for the light to totally internally reflect).
The cladding must also be of a [blank_start]lower[blank_end] refractive index than the core and the light ray must start in the [blank_start]core[blank_end] so that it is going from a [blank_start]more[blank_end] dense material to a [blank_start]less[blank_end] dense material.
- Atotal
- Binternal
- Creflection
- Dgreater
- Eore
- Fladding
- Glower
- Hcore
- Imore
- Jless
11Using Snell's Law to Find Velocities:
You can use n1sinθ1 = n2sinθ2 with n = c / v to find v1 or v2.
Rearrange to n2 / n1 = sinθ[blank_start]1[blank_end] / sinθ[blank_start]2[blank_end] then substitute in n1 = c / v1 and n2 = c / v2
[blank_start]c[blank_end]'s cancel so you should get v[blank_start]1[blank_end] / v[blank_start]2[blank_end] = sinθ1 / sinθ2
- A1
- B2
- Cc
- D1
- E2
12Other:
- Angles of incidence and angles of refraction must always be measured from the [blank_start]normal[blank_end]. Examiners like to trick you so you may need to work out your incident and refracted angles (θ1 and θ2) [blank_start]before[blank_end] calculating things.
- The path of a light ray is [blank_start]reversible[blank_end] (goes both ways).
- If a ray is incident on a boundary at 90° to the boundary, the angle of refraction is [blank_start]0[blank_end]°.- Anormal
- Bbefore
- Creversible
- D0
13What is the critical angle?
The angle of [blank_start]incidence[blank_end] in the d[blank_start]enser[blank_end] medium for which the angle of [blank_start]refraction[blank_end] is [blank_start]90[blank_end]°.
- Aincidence
- Brefraction
- C90
- Denser
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- AS - Level Sally's Physics (Waves and Particle Nature of Light) Quiz on Refractive Index, created by Sally Lancaster on 19/04/2016.
- Author
- Sally Lancaster
- Language
- English
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