1) What is Refraction? — Complete Explanation
When light travels from one transparent medium to another, it bends at the boundary. This bending of light is called refraction. The bending occurs because light changes speed when it moves from one medium to another.
Light travels at different speeds in different media
In vacuum / air: speed = 3 × 10⁸ m/s (maximum)
In water: speed ≈ 2.25 × 10⁸ m/s
In glass: speed ≈ 1.97 × 10⁸ m/s
When speed changes → direction changes → bending
• Light going from rarer → denser (e.g., air → water/glass): speed DECREASES → bends TOWARD the normal
• Light going from denser → rarer (e.g., water/glass → air): speed INCREASES → bends AWAY FROM the normal
• If light strikes the boundary at 90° (normal incidence): it passes through WITHOUT bending (i = 0, r = 0)
Real-Life Examples of Refraction:
- Pencil in water: A pencil placed in a glass of water appears broken/bent at the water surface — light from the underwater part bends as it exits water into air
- Pool appears shallower: A swimming pool looks shallower than its actual depth — light from the bottom refracts at the water surface, making the bottom appear raised
- Coin in a cup: Place a coin in a cup and move back until it disappears. Pour water — the coin becomes visible again! (Water refraction changes the apparent position)
- Fish in water: A fish in water appears at a higher position than its actual location
- Lemon in tea: A lemon slice in a glass of tea looks larger and displaced
(A) Away from the normal (B) Toward the normal (C) Does not bend (D) Along the boundary
Ans: B (rarer → denser, speed decreases, bends toward normal)
2) Laws of Refraction — Snell's Law ⭐
The incident ray, the refracted ray, and the normal at the point of incidence all lie in the SAME plane
n₁ × sin i = n₂ × sin r
OR equivalently: sin i / sin r = n₂ / n₁ = constant = n₂₁
n₁ = refractive index of first medium
n₂ = refractive index of second medium
i = angle of incidence (in first medium)
r = angle of refraction (in second medium)
sin i / sin r = v₁ / v₂ = n₂ / n₁
v₁ = speed of light in first medium
v₂ = speed of light in second medium
"The ratio of the sine of the angle of incidence to the sine of the angle of refraction is constant for a given pair of media." This constant is called the relative refractive index of the second medium with respect to the first (n₂₁).
Light enters water (n = 1.33) from air (n = 1) at an angle of incidence of 45°. Find the angle of refraction.
n₁ sin i = n₂ sin r
1 × sin 45° = 1.33 × sin r
0.7071 = 1.33 × sin r
sin r = 0.7071 / 1.33 = 0.5317
r = sin⁻¹(0.5317) = ≈ 32.1°
(A) n₁ sin r = n₂ sin i (B) n₁ sin i = n₂ sin r (C) sin i / sin r = n₁/n₂ (D) Both B and C
Ans: D (n₁ sin i = n₂ sin r is the same as sin i/sin r = n₂/n₁)
3) Refractive Index — Complete Details
n = c / v
c = speed of light in vacuum = 3 × 10⁸ m/s
v = speed of light in the medium
n is a PURE NUMBER (no unit)
n ≥ 1 always (v ≤ c, so n ≥ 1)
| Medium | Refractive Index (n) | Speed of light (×10⁸ m/s) | Optical density |
|---|---|---|---|
| Vacuum / Air (≈) | 1.00 | 3.00 | Rarest |
| Ice | 1.31 | 2.29 | — |
| Water | 1.33 | 2.25 | Rarer |
| Alcohol | 1.36 | 2.21 | — |
| Kerosene | 1.44 | 2.08 | — |
| Glass (crown) | 1.52 | 1.97 | Denser |
| Glass (flint) | 1.62 | 1.85 | Denser |
| Ruby | 1.71 | 1.75 | — |
| Diamond | 2.42 | 1.24 | Densest |
• Higher n → slower light → more bending
• Diamond (n = 2.42) has the highest refractive index among common substances → light travels slowest in diamond
• Diamond sparkles due to Total Internal Reflection — critical angle is only ~24°
• Optical density ≠ Mass density. E.g., oil has higher optical density than water but lower mass density
• Refractive index depends on: nature of medium, colour/wavelength of light (dispersion!)
• n is slightly different for different colours — this is why a prism splits white light
Relative Refractive Index:
n₂₁ = n₂ / n₁ = v₁ / v₂
n₂₁ = refractive index of medium 2 w.r.t. medium 1
If n₂ > n₁: medium 2 is optically denser → light bends toward normal
If n₂ < n₁: medium 2 is optically rarer → light bends away from normal
(A) 1.33 (B) 1.52 (C) 2.42 (D) 1.00
Ans: C (2.42 — highest among common substances)
Ans: v = c/n = 3 × 10⁸ / 1.33 = 2.26 × 10⁸ m/s
4) Principle of Reversibility of Light
The principle of reversibility states that if the path of light is reversed, it travels back along the same path. In other words, if light goes from A → B through a series of media, it will follow the same path B → A in reverse.
n₁₂ = 1 / n₂₁
If glass has n = 1.5 w.r.t. air, then air has n = 1/1.5 = 0.667 w.r.t. glass
Since n < 1 is impossible (v > c?), we instead say:
n_air/wrt/glass = 1 / n_glass/wrt/air = 1/1.5
If you know the refractive index from air to water (1.33), you automatically know the refractive index from water to air:
n_water→air = 1 / 1.33 = 0.75
This is useful in Snell's law when light goes from water → air.
5) Refraction Through a Rectangular Glass Slab — Lateral Shift
When a ray of light passes through a rectangular glass slab, it undergoes refraction twice — once entering the glass and once emerging from it.
1. Air → Glass (at first face): bends TOWARD normal (rarer → denser)
2. Travels through glass (straight line inside the slab)
3. Glass → Air (at opposite face): bends AWAY FROM normal (denser → rarer)
The emergent ray is PARALLEL to the incident ray, but slightly displaced sideways
Lateral Shift / Displacement:
The perpendicular distance between the incident ray (extended) and the emergent ray is called the lateral shift or lateral displacement.
Lateral shift = t × sin(i − r) / cos r
t = thickness of the glass slab
i = angle of incidence
r = angle of refraction
• Increases with thickness of slab (t)
• Increases with angle of incidence (i)
• Increases with refractive index of the material (more bending → more shift)
• For normal incidence (i = 0), lateral shift = 0 (light passes straight through)
(A) Parallel to incident ray (B) Perpendicular to incident ray (C) Deviated (D) Dispersed
Ans: A (emergent ray is parallel to incident ray, just displaced sideways)
6) Real and Apparent Depth ⭐
When an object is placed in a denser medium (like water), it appears to be at a shallower depth than its actual depth. This is due to refraction of light at the interface.
Apparent depth = Real depth / n
OR: n = Real depth / Apparent depth
n = refractive index of the denser medium w.r.t. rarer medium
• When you look at a swimming pool, your brain assumes light travels in a straight line
• But the light from the bottom bends at the water surface → your brain thinks it's coming from a higher point
• Apparent depth < Real depth → pool looks shallower than it actually is
• This is why you should NEVER dive into an unfamiliar water body — it's always deeper than it looks!
n = Real depth / Apparent depth
1.33 = Real depth / 1.5
Real depth = 1.33 × 1.5 = 2.0 m
(A) 15 cm (B) 20 cm (C) 11.3 cm (D) 25 cm
Ans: B (Real depth = n × apparent = 1.33 × 15 = 19.95 ≈ 20 cm)
7) Total Internal Reflection (TIR) ⭐
Total Internal Reflection is one of the most fascinating and important optical phenomena. It occurs when light traveling in a denser medium strikes the boundary with a rarer medium at an angle greater than the critical angle.
1. Light must travel from DENSER medium to RARER medium (n₁ > n₂)
2. Angle of incidence (i) must be > Critical angle (C)
Critical Angle (C):
The angle of incidence in the denser medium for which the angle of refraction in the rarer medium is 90°. At this angle, the refracted ray grazes the boundary.
sin C = n₂ / n₁
If the rarer medium is air/vacuum (n₂ = 1):
sin C = 1 / n₁
C = sin⁻¹(1/n₁)
Critical angles to memorize:
Water → air: C = sin⁻¹(1/1.33) = sin⁻¹(0.752) ≈ 49°
Glass → air: C = sin⁻¹(1/1.52) = sin⁻¹(0.658) ≈ 42°
Diamond → air: C = sin⁻¹(1/2.42) = sin⁻¹(0.413) ≈ 24°
Diamond has a VERY small critical angle (~24°). This means that once light enters a diamond, it gets trapped inside — it undergoes multiple total internal reflections before finally emerging. This multiple TIR is what gives diamonds their brilliant "sparkle" or "fire." Diamond cutters cut the facets at precise angles to maximize this effect!
Applications of TIR:
| Application | How TIR is used |
|---|---|
| Optical fibres | Light signals travel through thin glass/plastic fibres by repeated TIR. Used in: internet communication, telephone, cable TV, medical endoscopy. Extremely high data transmission capacity! |
| Diamond sparkle | Small critical angle (~24°) → light undergoes many internal reflections → brilliant shine |
| Mirage | On hot roads, air near the ground is hotter (rarer) than air above (denser). Light from the sky bends upward by TIR → we see a false "water" reflection on the road |
| Endoscopy | Optical fibres carry light into the body and bring back images — allows non-invasive medical examination |
| Binoculars & Periscopes | Use prisms with TIR to reflect light (more efficient than mirror reflection as there's no absorption) |
(A) Rarer to denser (B) Denser to rarer with i > C (C) Denser to rarer with i < C (D) Any medium
Ans: B
(A) 24° (B) 42° (C) 49° (D) 90°
Ans: B (glass → air C ≈ 42°)
8) Lenses — Convex and Concave ⭐
A lens is a transparent medium bounded by two curved surfaces (usually spherical). Lenses work on the principle of refraction. They are of two types:
| Property | Convex Lens (Converging) | Concave Lens (Diverging) |
|---|---|---|
| Shape | Thicker at centre, thinner at edges | Thinner at centre, thicker at edges |
| Effect on light | Converges parallel rays to a point | Diverges parallel rays (appear to come from a point) |
| Focus | Real (on opposite side of light) | Virtual (on same side as light) |
| Focal length | Positive (+ve) | Negative (−ve) |
| Image types | Real OR virtual (depends on object position) | ALWAYS virtual, erect, diminished |
| Uses | Magnifying glass, camera, microscope, telescope, hypermetropia glasses | Myopia (shortsightedness) glasses |
• Optical Centre (O): Centre of the lens (midpoint on principal axis)
• Principal Focus (F):
— Convex: Point where parallel rays converge (real, on other side)
— Concave: Point from which parallel rays appear to diverge (virtual, same side)
• Focal Length (f): Distance from O to F
• 2F: Point at twice the focal length from O (one on each side)
9) Ray Diagrams for Lenses — Rules
After refraction, passes through F (convex) OR appears to come from F (concave)
After refraction, becomes parallel to principal axis
Passes through WITHOUT any deviation (undergoes only very slight lateral shift)
• Draw the lens as a vertical line with arrowheads at both ends (convex → outward, concave → inward)
• Mark O, F, and 2F on both sides
• Use any two of the 3 rules above to locate the image
• Extend diverging rays backward with dashed lines for virtual images
10) Image Formation by Convex Lens — 6 Cases
| Case | Object Position | Image Position | Nature | Size | Example use |
|---|---|---|---|---|---|
| 1 | At infinity | At F | Real, inverted | Highly diminished | Telescope objective |
| 2 | Beyond 2F | Between F and 2F (other side) | Real, inverted | Diminished | Camera |
| 3 | At 2F | At 2F (other side) | Real, inverted | Same size | — |
| 4 | Between F and 2F | Beyond 2F (other side) | Real, inverted | Enlarged | Projector, cinema |
| 5 | At F | At infinity | — | Highly enlarged | Spotlight, torch |
| 6 | Between O and F | Same side, before object | Virtual, erect | Enlarged | Magnifying glass |
• Object beyond 2F → image real, inverted, diminished (camera)
• Object between F and 2F → image real, inverted, enlarged (projector)
• Object between O and F → image virtual, erect, enlarged (magnifying glass)
• Object at 2F → image real, inverted, same size at 2F
11) Image Formation by Concave Lens — 2 Cases
| Case | Object Position | Image Position | Nature | Size |
|---|---|---|---|---|
| 1 | At infinity | At F (same side) | Virtual, erect | Highly diminished |
| 2 | Anywhere in front | Between O and F (same side) | Virtual, erect | Diminished (m < 1) |
A concave lens ALWAYS gives: ✅ Virtual ✅ Erect ✅ Diminished image
No matter where you place the object! This is because the lens diverges rays — they can never converge to form a real image.
12) Lens Formula & Magnification ⭐
1/f = 1/v − 1/u
f = focal length
u = object distance (from optical centre O)
v = image distance (from optical centre O)
m = hᵢ / hₒ = v / u
hᵢ = image height, hₒ = object height
m > 0 → virtual, erect image
m < 0 → real, inverted image
|m| > 1 → enlarged, |m| = 1 → same size, |m| < 1 → diminished
Sign Convention for Lenses (Cartesian):
1. Optical centre O is the ORIGIN
2. Distances measured in direction of incident light → +ve
3. Distances measured opposite to incident light → −ve
4. u (object distance) → ALWAYS −ve (object is on incident light side)
5. f for CONVEX lens → +ve (real focus on opposite side)
6. f for CONCAVE lens → −ve (virtual focus on same side)
7. v: real image → +ve (opposite side), virtual image → −ve (same side)
8. Heights: above axis → +ve, below axis → −ve
Mirror formula: 1/f = 1/u + 1/v
Lens formula: 1/f = 1/v − 1/u
Mirror magnification: m = −v/u
Lens magnification: m = v/u (NO minus sign!)
Memorize this — it's the #1 mistake in exams!
13) Power of a Lens ⭐
P = 1 / f (where f is in metres)
SI unit: Dioptre (D)
1 D = 1 m⁻¹
Convex lens → P > 0 (positive power)
Concave lens → P < 0 (negative power)
P_total = P₁ + P₂ + P₃ + ...
1/f_total = 1/f₁ + 1/f₂ + 1/f₃ + ...
This is used when two or more lenses are placed in contact
E.g., if convex (+2 D) and concave (−1 D) are combined: P = +1 D
• f = 50 cm = 0.5 m → P = 1/0.5 = +2 D (convex lens)
• f = −25 cm = −0.25 m → P = 1/(−0.25) = −4 D (concave lens)
• P = +5 D → f = 1/5 = 0.2 m = 20 cm (convex lens)
• P = −2.5 D → f = 1/(−2.5) = −0.4 m = −40 cm (concave lens)
(A) 50 cm (B) 2 m (C) 0.5 m (D) 20 cm
Ans: A (f = 1/P = 1/2 = 0.5 m = 50 cm. Positive → convex lens)
(A) Always positive (B) Always negative (C) Zero (D) Can be positive or negative
Ans: B (concave lens → f negative → P negative)
14) Dispersion of Light (Prism) ⭐
When white light passes through a prism, it splits into its constituent colours — this phenomenon is called dispersion.
Violet → Indigo → Blue → Green → Yellow → Orange → Red
(Wavelength increases from left to right: 400 nm → 700 nm)
Violet deviates the MOST (shortest λ, slows down most → bends most)
Red deviates the LEAST (longest λ, slows down least → bends least)
The refractive index of glass is different for different colours.
• n_violet ≈ 1.53 (highest n → most bending)
• n_red ≈ 1.51 (lowest n → least bending)
This small difference in n causes different colours to bend by different amounts → they separate into a spectrum! This is called chromatic dispersion.
Rainbow Formation — Nature's Prism:
- Raindrops act as tiny prisms
- Sunlight enters a raindrop → refracts (splits into colours) → undergoes TIR at the back of the drop → refracts again when exiting
- We see a primary rainbow at 42° from the anti-sun direction (red on outer edge, violet on inner)
- A secondary rainbow at 52° may also be visible (colours reversed: violet on outer, red on inner)
(A) Red (B) Green (C) Violet (D) Yellow
Ans: C (violet deviates most — shortest wavelength)
(A) Reflection only (B) Refraction and TIR (C) Dispersion only (D) Both B and C
Ans: D (refraction + dispersion + total internal reflection in water droplets)
15) PYQ Battle — 18 AMU Past Questions on Refraction
(A) Away from normal (B) Toward normal (C) Doesn't bend (D) Along boundary
Ans: B
(A) n₁ sin r = n₂ sin i (B) n₁ sin i = n₂ sin r (C) sin i/sin r = n₁/n₂ (D) Both B and C
Ans: D
(A) 1.33 (B) 1.52 (C) 2.42 (D) 1.00
Ans: C
Ans: v = 3×10⁸/1.33 = 2.26 × 10⁸ m/s
1/v = 1/15 + 1/(−10) = 1/15 − 1/10 = −1/30
Ans: v = −30 cm (virtual, same side, enlarged, erect)
Ans: f = 1/P = 1/(−5) = −0.2 m = −20 cm (concave lens)
(A) Refraction (B) Dispersion (C) TIR (D) Diffraction
Ans: C (TIR — small critical angle ~24°)
Ans: v = 3×10⁸/1.5 = 2 × 10⁸ m/s
(A) Real and inverted (B) Virtual and diminished (C) Real and enlarged (D) Virtual and enlarged
Ans: B (concave lens → always virtual, erect, diminished)
(A) Refraction (B) Dispersion (C) Reflection (D) Diffraction
Ans: B
(A) Metre (B) Dioptre (C) Watt (D) Joule
Ans: B
(A) F (B) 2F (C) Between F and 2F (D) Beyond 2F
Ans: B (image at 2F, same size, real, inverted)
(A) 24° (B) 42° (C) 49° (D) 90°
Ans: B
(A) 1/f = 1/u + 1/v (B) 1/f = 1/v − 1/u (C) 1/f = u + v (D) 1/f = 1/u − 1/v
Ans: B
1/v = 1/20 + 1/(−30) = 1/20 − 1/30 = 1/60
Ans: v = +60 cm (real, inverted, enlarged, beyond 2F)
(A) Rarer to denser (B) Denser to rarer, i > C (C) Denser to rarer, i < C (D) Any direction
Ans: B
(A) Wavelength of light (B) Nature of medium (C) Both A and B (D) Neither
Ans: C
Ans: P = +2 + (−1) = +1 D
16) Practice Problems — 18 Numericals with Step-by-Step Solutions
1 × sin 60° = 1.33 × sin r
0.866 = 1.33 sin r
sin r = 0.866/1.33 = 0.651
r = sin⁻¹(0.651) = 40.6°
n = sin i / sin r = sin 50° / sin 30° = 0.766 / 0.5 = 1.532
n = c/v = 3 × 10⁸ / 2 × 10⁸ = 1.5
Real depth = n × apparent depth = 1.33 × 1.2 = 1.6 m
sin C = 1/n = 1/1.33 = 0.752
C = sin⁻¹(0.752) = 48.8° ≈ 49°
f = +25 cm, u = −40 cm
1/v = 1/f + 1/u = 1/25 + 1/(−40) = 1/25 − 1/40 = (8−5)/200 = 3/200
v = +66.67 cm (real, beyond 2F)
m = v/u = 66.67/(−40) = −1.667 (real, inverted, enlarged)
u = −6 cm, f = +10 cm, u < f → virtual image
1/v = 1/10 + 1/(−6) = 1/10 − 1/6 = (3−5)/30 = −2/30 = −1/15
v = −15 cm (same side, virtual)
m = v/u = −15/(−6) = +2.5 (virtual, erect, enlarged)
u = −20 cm, f = −15 cm
1/v = 1/f + 1/u = 1/(−15) + 1/(−20) = −1/15 − 1/20 = (−4−3)/60 = −7/60
v = −8.57 cm (same side, virtual)
m = v/u = −8.57/(−20) = +0.429 (virtual, erect, diminished)
m = −3 (real → inverted → negative)
m = v/u = −3 → v = −3u
1/12 = 1/(−3u) − 1/u = −1/(3u) − 1/u = −1/(3u) − 3/(3u) = −4/(3u)
−4/(3u) = 1/12 → −48 = 3u → u = −16 cm
f = 1/P = 1/(−2) = −0.5 m = −50 cm
Negative focal length → concave lens
v = −30 cm (virtual → same side → negative)
1/u = 1/v − 1/f = 1/(−30) − 1/15 = −1/30 − 1/15 = −1/30 − 2/30 = −3/30 = −1/10
u = −10 cm (u < f, object between O and F)
n = sin 45° / sin 28° = 0.7071 / 0.4695 = 1.506
Real depth = n × apparent = 1.33 × 30 = 39.9 cm ≈ 40 cm
f = 1/2.5 = 0.4 m = 40 cm (convex lens)
1/v = 1/8 + 1/(−12) = 1/8 − 1/12 = (3−2)/24 = 1/24
v = +24 cm
m = v/u = 24/(−12) = −2 (real, inverted, enlarged)
m = +3 (virtual → erect → positive)
m = v/u = 3 → v = 3u
v is −ve (virtual, same side), so v = 3u (where u is −ve)
1/5 = 1/(3u) − 1/u = 1/(3u) − 3/(3u) = −2/(3u)
u = −10/3 = −3.33 cm
P = +3 + (−2) = +1 D
f = 1/1 = 1 m = 100 cm (convex lens)
Actual depth = 1.33 × 6 = 7.98 cm ≈ 8 cm
Apparent shift = 8 − 6 = 2 cm
17) Common Mistakes ❌ — Don't Lose Marks!
✅ Fix: Lens formula is 1/f = 1/v − 1/u. DIFFERENT from mirror formula!
✅ Fix: For lenses: m = v/u (no negative sign). For mirrors: m = −v/u.
✅ Fix: Convex → f = +ve. Concave → f = −ve. (Opposite of mirrors!)
✅ Fix: For lenses: real image is on the opposite side → v = +ve. Virtual image is on the same side → v = −ve. (Opposite of mirrors!)
✅ Fix: P = 1/f where f is in metres. f = 50 cm → f = 0.5 m, P = +2 D.
✅ Fix: Higher n → LOWER speed. n = c/v, so v = c/n. Higher n → more slowing.
✅ Fix: Rarer → Denser: bends TOWARD normal. Denser → Rarer: bends AWAY FROM normal. Think: "Light wants to be fast (in rarer) so it takes a straighter path away from the crowd (normal)."
✅ Fix: Snell's law uses ratios (no units). Power formula requires f in metres (not cm).
18) Quick Revision — One-Liners
- Refraction: bending of light due to speed change at medium boundary.
- Rarer → denser: bends toward normal. Denser → rarer: bends away from normal.
- Snell's law: n₁ sin i = n₂ sin r. sin i / sin r = n₂₁ = constant.
- Refractive index: n = c/v. Unitless. n ≥ 1 always.
- n_water = 1.33, n_glass ≈ 1.5, n_diamond = 2.42.
- Higher n → slower light → more bending.
- Reversibility: n₁₂ = 1/n₂₁.
- Glass slab: emergent ray parallel to incident ray (lateral shift).
- Apparent depth = Real depth / n. Pool looks shallower.
- TIR: denser → rarer, i > C. sin C = 1/n.
- TIR applications: optical fibre, diamond sparkle, mirage, endoscopy.
- Convex lens (converging): f > 0. Concave lens (diverging): f < 0.
- Lens formula: 1/f = 1/v − 1/u. Magnification: m = v/u.
- Convex lens: object between O and F → virtual, erect, enlarged (magnifying glass).
- Concave lens: ALWAYS virtual, erect, diminished.
- Power P = 1/f(m). Unit: dioptre (D). Convex → +ve, Concave → −ve.
- Combination: P_total = P₁ + P₂ + ...
- Dispersion: white light → VIBGYOR. Violet deviates most.
- Rainbow: refraction + dispersion + TIR in water droplets. Primary at 42°.
- Critical angles: water 49°, glass 42°, diamond 24°.