Reflection and Refraction
Look at a shop window on a bright day and you see something strange: the mannequins
inside the shop, and a faint ghost of the street behind you, both at once. The
same sheet of glass is doing two jobs. Some of the light coming from the street passes
through it into the shop, and some of it bounces back off the
surface into your eyes. That is the whole story of this page: what happens when a wave arrives at
a boundary — the join between one material and another.
Whenever a wave — light, sound, water ripples — meets a boundary, its energy is split three ways.
Part of it can be
- reflected — it bounces off and stays in the first material;
- refracted (transmitted) — it crosses into the new material, and if it hit at
an angle it bends;
- absorbed — its energy soaks into the material and warms it up.
Usually all three happen together, in some mixture. A mirror is nearly all reflection; a clean
pane of glass is mostly refraction with a little reflection; a black jumper is mostly absorption.
This page zooms in on the first two — the neat bounce, and the sideways bend.
Reflection: bounce off at the same angle
Reflection is the tidy bounce. To describe it precisely we need one helper line: the
normal. The normal is an imaginary line drawn at exactly
90^\circ to the surface, right at the point where the ray lands.
Every angle in this topic is measured from the normal — never from the surface
itself. Get that one habit right and the rest is easy.
Call the angle between the incoming ray and the normal the angle of incidence
i, and the angle between the bounced ray and the normal the
angle of reflection r. The rule the bounce always
obeys is beautifully simple:
i = r.
- The angle of incidence equals the angle of reflection,
i = r.
- Both angles are measured from the normal — the line at
90^\circ to the surface — not from the surface itself.
- The incident ray, the reflected ray, and the normal all lie in the same flat plane.
So a ray striking a mirror at 30^\circ to the normal leaves at
30^\circ the other side; one arriving at
50^\circ leaves at 50^\circ. Lean the
incoming ray in more, and the reflected ray leans out by exactly the same amount.
This is why a smooth surface makes a clear picture but a rough one does not. On a flat mirror
every tiny patch faces the same way, so parallel rays bounce off still parallel — the
image survives. We call this specular reflection. On a rough wall each bump
faces a slightly different way, so the same rays scatter off in all directions — the image is
shredded. That is diffuse reflection. Both obey i = r
at every point; the surfaces just point their normals in different directions.
Refraction: change speed, and you bend
Refraction is the sideways bend, and its cause is one thing only: a wave
changes speed when it crosses into a new material. Light travels fastest in
empty space and air; it goes slower in water, and slower still in glass, because the material
gets in its way. That change of speed is what bends the ray.
Picture a toy car rolling off smooth pavement onto grass at an angle. The wheel that reaches the
grass first slows down while the other wheel is still racing on the pavement — so the car
slews round and changes direction. A wavefront does exactly the same at a
boundary. The rule that comes out of it:
- Entering a slower material (air \to glass or
water): the ray bends towards the normal.
- Entering a faster material (glass or water \to
air): the ray bends away from the normal.
There is one special case worth remembering: a ray travelling straight along the normal
(hitting the surface head-on, angle of incidence 0^\circ) still
changes speed, but it does not bend — both wheels of the car hit the grass at
once, so there is nothing to slew it round. It slows, but carries straight on.
What changes, and what doesn't
Here is the part that trips people up. A wave's speed v, frequency
f and wavelength \lambda are tied together by
v = f\lambda.
When light crosses into glass it slows down, so v drops. But
the frequency stays the same — the source is still wiggling the wave the same
number of times each second, and the boundary can't add or lose wiggles. If
f is fixed and v falls, then
\lambda = v / f must fall too: the wavelength shrinks.
Worked example. Green light of frequency
f = 5.0\times10^{14}\ \text{Hz} travels through air at
v = 3.0\times10^{8}\ \text{m/s}. Its wavelength there is
\lambda = \frac{v}{f} = \frac{3.0\times10^{8}}{5.0\times10^{14}} = 6.0\times10^{-7}\ \text{m} = 600\ \text{nm}.
Now it enters glass, where it slows to
v = 2.0\times10^{8}\ \text{m/s}. The frequency is
unchanged at 5.0\times10^{14}\ \text{Hz}, so the new
wavelength is
\lambda = \frac{2.0\times10^{8}}{5.0\times10^{14}} = 4.0\times10^{-7}\ \text{m} = 400\ \text{nm}.
The speed fell to \tfrac{2}{3}, so the wavelength fell to
\tfrac{2}{3} as well — from 600 to
400\ \text{nm} — while the frequency (and so the colour) never moved.
See it happen
Below, a single ray strikes a boundary at the middle. Tilt it with the angle slider and watch
two things at once: the reflected ray always mirrors it at an equal angle
(i = r), while the refracted ray crosses into the
new material and bends. Flip the switch to send it the other way — from air into glass
(slowing down, bending towards the normal) or from glass into air (speeding up, bending away).
Notice the reflected ray never cares which material lies beyond; only the refracted one bends.
Everyday refraction
Once you can see the bend, the world fills up with it. A few favourites, all the same physics:
-
The bent straw. Stand a straw in a glass of water and it looks snapped in
two at the surface. The straw is fine — the light leaving the underwater part
speeds up as it exits the water into the air and bends away from the normal, so your
eye traces it back to the wrong place.
-
The shallow pool. A swimming pool always looks shallower than it really is.
Light from the bottom bends away from the normal as it leaves the water, so the rays reach
your eye as if the bottom were higher up. Every year people misjudge the depth because of it.
-
Spectacles, cameras, telescopes. A lens is just a cleverly curved piece of
glass that refracts every ray by the right amount to bring a whole picture to a focus.
The three classic slips in this whole topic:
-
Measure from the normal, not the surface. The angle of incidence is between
the ray and the normal (the 90^\circ line), not between
the ray and the mirror. A ray at 20^\circ to the surface is at
70^\circ to the normal — those are the numbers that go in
i = r.
-
Refraction is caused by a change of speed — not by the ray "wanting" to bend.
No speed change (for example, hitting head-on along the normal) means no bending, even though
the light still slows down.
-
Frequency does not change. When light refracts, its speed and wavelength both
change, but the frequency stays exactly the same. It is the frequency that fixes the colour,
which is why light doesn't change colour just by entering glass.
A heron hunting in a stream, or you reaching for a coin at the bottom of a fountain, both face
the same trap. Light bouncing off the fish leaves the water and speeds up,
bending away from the normal as it goes. Your eye, though, assumes light always travels in
straight lines, so it traces the bent ray back along a straight path — and places the fish
higher and closer to the surface than it truly is. Strike where you see it and you miss.
A clever kingfisher (and a patient archerfish spitting at insects) has to allow for this bend
every single time it hunts. The same trick, stretched over kilometres of air, makes a
mirage: on a scorching road the air near the surface is hot and thin, so light
speeds up and curves as it passes through, bending up into your eye and carrying a shimmering
image of the sky — which your brain reads as a puddle of water on the dry road ahead.
No water at all, just refraction bending light through layers of warm and cool air.