LightUnderstandabout 40 min
How light behaves: rays, angles and rules you can use
Shadow arithmetic, the law of reflection, what refraction really is, and the two kinds of colour mixing
Turn the facts of Discover into rules that predict. Work out shadow sizes with similar triangles, meet umbra and penumbra, apply the law of reflection to mirrors and periscopes, see why light bends when its speed changes, and separate the two opposite kinds of colour mixing.
In this part you’ll
- Draw a correct ray diagram, measuring every angle from the normal.
- Predict the size of a shadow from the lamp, object and screen positions, and explain why edges blur.
- Apply the law of reflection to plane mirrors, periscopes and pairs of mirrors at an angle.
- Explain refraction as a consequence of light changing speed, and calculate apparent depth.
- Distinguish additive mixing of light from subtractive mixing of pigments, and say why an object looks coloured.
In Discover you met the facts: light goes straight, mirrors bounce it, water bends it, a prism splits it.
This layer asks how and why, and turns the facts into things you can predict with numbers. By the end you should be able to say how big a shadow will be before you make it, which way a ray will go when it hits a mirror or a water surface, how many reflections two mirrors will give, and why a tomato looks red.
The tool that does nearly all the work is one simple idea: draw light as rays — straight arrows — and follow them.
Chapter 01
The ray model: drawing light as arrows
Physicists explain light with several different pictures, and each is right for a different job. The simplest is the ray model:
- Light travels out from every point of a source in all directions.
- Each path is a ray: a straight line, drawn with an arrowhead to show which way the light is going.
- Rays carry on straight for ever until something absorbs them, reflects them, or refracts them at a boundary between two materials.
- Rays do not interfere with each other. Two beams can cross without either being disturbed.
That is the whole model, and it is enough to explain shadows, mirrors, lenses, cameras, telescopes and your own eye. You will meet its limits in the Deepen and Extend layers — light is really a wave, and sometimes it does creep a little way round corners — but for everything at the size of a room, rays work beautifully.
How to draw a ray diagram that actually works
- Step 01Draw the source as a pointstep 1
Even a big source can be treated as a few points to start with. Mark it.
- Step 02Draw rays leaving in all directionsstep 2
Then keep only the two or three that matter for your question — usually the ones that graze the edges of an object.
- Step 03Use a ruler. Always.step 3
Rays are straight. A wobbly line will give you the wrong answer and you will not be able to see why.
- Step 04Mark every boundarystep 4
Wherever light meets a mirror, glass or water, draw the dotted normal — the line at right angles to the surface at that point.
- Step 05Continue every ray to its endstep 5
Either it hits the screen, or it enters the eye, or it leaves the diagram. Half-drawn rays hide mistakes.
- Step 06Dot the imaginary bitsstep 6
Where you trace rays backwards to find where they seem to come from, use a dotted line. That is a virtual path; no light is really there.
Chapter 02
Shadow size: the arithmetic of a cone of light
Put a small lamp at a point and an object in the way. The two rays that just graze the top and bottom of the object keep going straight, and where they hit the screen, they mark the edges of the shadow.
Those rays make two triangles that share the same angle at the lamp — similar triangles. That gives an exact rule:
The shadow is bigger than the object by exactly the ratio of the two distances from the lamp.
That is worth saying slowly, because the distance that matters is measured from the lamp, not from the wall. Put the object halfway and the shadow is ×2. At a third of the way, ×3. Pressed against the screen, ×1 — exactly life size, which is why shadow puppets are pressed to the cloth when the puppeteer wants a small, sharp character, and pulled back towards the lamp when a demon should tower over the audience.
Worked example
0 / 5 steps shownHow big is the shadow?
A 10 cm ball is held 50 cm from a small torch bulb. A wall stands 200 cm from the same bulb. How wide is the ball's shadow on the wall?
Worked example
0 / 5 steps shownWorking backwards: where should the puppet stand?
A shadow puppeteer has a lamp and a cloth screen 300 cm apart. A 30 cm puppet must throw a shadow exactly 150 cm tall. How far from the lamp should the puppet be held?
Lab
Test the rule shadow = object × D ÷ d by sliding an object along a 3 metre bench and comparing the prediction with the measurement.
Ball, 10 cm, 10 cm tall, stands 90 cm from the lamp. The screen is 2.4 m from the lamp, which is 2.67 times further, so the shadow is 2.67 times taller: 26.7 cm. The lamp is a tiny point, so the shadow has a sharp edge.
A tiny lamp makes a sharp shadow. Every ray starts from one point, so the edge of the shadow is one clean line. Look at the two yellow rays: the lamp, the top of the ball, 10 cm and the top of the shadow all sit on one straight line. That is what makes the two triangles the same shape.
Drag the round handles on the bench, or use the sliders — or focus a handle and press the arrow keys (hold Shift for big jumps). The picture is drawn to scale.
Shadow challenges: move the lamp, object and screen until the shadow is exactly the size asked for. Anything within 5% counts.
Model: light travels in perfectly straight lines and the object is a flat card facing the lamp. Real shadows are also softened a little by light bouncing off walls and floors.
Text version of this activity
A point lamp at 0 cm, a screen fixed at 300 cm, and an object you drag along the bench. A readout shows the lamp-to-object distance, the shadow width, and the magnification.
A 30 cm puppet at 60 cm from the lamp gives 300 ÷ 60 = 5, so the shadow is 150 cm tall. Drag it out to 150 cm and the ratio falls to 2, giving a 60 cm shadow. Push it all the way to 300 cm, against the screen, and the ratio is 1: the shadow is exactly 30 cm.
Notice what the graph of shadow size against distance looks like: it is not a straight line. Near the lamp the shadow grows explosively — at 30 cm it is already ×10 — while out near the screen, moving the object 20 cm barely changes anything.
Three challenges ask for magnifications of ×5, ×1.5 and ×1. Predict the distance with D ÷ d before you drag.
Chapter 03
Umbra and penumbra: why shadow edges blur
Stand in sunlight and look carefully at your own shadow. Down at your feet the outline is razor-sharp; you can count your toes. Up at your head — especially if you raise an arm — the edge is soft and grey and the fingers merge into a blob.
The reason is that the Sun is not a point. It is a disc about 0.53° across in our sky. Every part of that disc is throwing light past you, from a slightly different direction.
So behind you there are really two regions:
- The umbra: the part of the screen that no part of the source can see. Fully dark.
- The penumbra: the ring around it that some of the source can see and some cannot. Partly lit, so grey, and it fades smoothly from dark to bright.
Near your feet the two distances are tiny and the penumbra is a hair's width. At head height the light has 1.7 metres of travel in which to blur, and the penumbra is over a centimetre wide.
| Object is this far above the ground | Width of the fuzzy edge | What you see |
|---|---|---|
| 1 cm (a leaf on the path) | about 0.1 mm | Utterly sharp |
| 10 cm (your shoe) | about 1 mm | Sharp |
| 1 m (your hand held out) | about 0.9 cm | Beginning to soften |
| 1.7 m (your head) | about 1.6 cm | Clearly soft; fingers merge |
| 10 m (a rooftop edge) | about 9.3 cm | A wide grey band |
| 50 m (a bird in flight) | about 46 cm | No visible shadow at all — the blur is wider than the bird |
Lab
Switch between a point lamp and a wide lamp and watch a sharp shadow turn into an umbra surrounded by a grey penumbra.
Cardboard disc, 10 cm, 10 cm tall, stands 1.2 m from the lamp. The screen is 3.2 m from the lamp, which is 2.67 times further, so the shadow is 2.67 times taller: 26.7 cm. The lamp is a tiny point, so the shadow has a sharp edge.
A tiny lamp makes a sharp shadow. Every ray starts from one point, so the edge of the shadow is one clean line. Look at the two yellow rays: the lamp, the top of the cardboard disc, 10 cm and the top of the shadow all sit on one straight line. That is what makes the two triangles the same shape.
Drag the round handles on the bench, or use the sliders — or focus a handle and press the arrow keys (hold Shift for big jumps). The picture is drawn to scale.
Shadow challenges: move the lamp, object and screen until the shadow is exactly the size asked for. Anything within 5% counts.
Model: light travels in perfectly straight lines and the object is a flat card facing the lamp. Real shadows are also softened a little by light bouncing off walls and floors.
Text version of this activity
The same shadow bench, but now with a switch between a point source and a wide source 20 cm across. The screen is at 400 cm.
With the point source, the 10 cm disc at 100 cm gives one clean shadow 40 cm wide with a knife-sharp edge.
Switch to the wide source and the single shadow splits into two regions: a fully dark umbra in the middle and a grey penumbra around it, fading outwards. With the disc at 100 cm and the screen at 150 cm the umbra is about 5 cm and the penumbra about 25 cm.
Now drag the disc back towards the lamp, or the screen further away, and watch the umbra shrink while the penumbra grows. At one particular position the umbra vanishes entirely: no point on the screen is hidden from the whole lamp, and the shadow becomes a soft grey smudge with no black in it at all.
That is exactly what happens to a bird's shadow high above the ground, and it is why a solar eclipse is total only along a narrow track.
Predict first
Helps you understand
EclipsesA total solar eclipse is the Moon's umbra landing on the Earth; a partial eclipse is its penumbra. The Moon is 0.52° wide and the Sun 0.53°, which is why totality is so brief and so rare.
Chapter 04
The law of reflection
Send a narrow beam at a flat mirror and it bounces off. There is a rule, and it is exact.
First you need the normal: an imaginary line drawn at right angles (90°) to the mirror surface, at the exact point where the ray lands. All angles in optics are measured from the normal, never from the mirror surface — a habit worth forming now, because it is the source of half of all mistakes later.
Then:
- The angle of incidence (between the incoming ray and the normal) equals the angle of reflection (between the normal and the outgoing ray).
- The incoming ray, the reflected ray and the normal all lie in the same flat plane.
That is it. Two lines. Everything a mirror does — every image, every periscope, every kaleidoscope, every reflecting telescope — comes out of those two lines applied over and over.
Lab
Aim a ray at a mirror at any angle, read both angles from the normal, and hit a target angle exactly.
| Angle of incidence | 30° |
|---|---|
| Angle of reflection | 30° |
| Angle to the mirror surface | 60° |
Challenge: aim so the reflected ray hits the yellow ring.
Ray model: a perfectly flat, smooth mirror. Real mirrors absorb a little light, and light also behaves as a wave.
Text version of this activity
A ray box on the left, a flat mirror across the middle, and a dotted normal standing up from the point where the ray lands. Both angles are displayed live.
It opens with the ray coming in at 30° to the normal, and the reflected ray leaving at 30° on the other side. Drag the incoming ray around and the two readings stay locked together: 10° and 10°, 45° and 45°, 70° and 70°.
There is a challenge: make the reflected ray leave at exactly 55°. The only way is to bring the incoming ray in at 55° too.
Two special cases are worth finding. At 0°, straight down the normal, the ray reflects straight back on itself. And near 80°, a very glancing hit, the ray barely changes height — which is why a puddle reflects the whole street when you look along it at a shallow angle, but only shows you the mud when you look straight down.
Watch what the reflected ray does when you tilt the mirror by 10° instead of the ray: the reflected ray swings by 20°, twice as much.
Worked example
0 / 6 steps shownTilt the mirror by 10°, and the reflection swings by 20°
A ray hits a mirror at an angle of incidence of 40°. Somebody tilts the mirror by 10°. By how much does the reflected ray change direction?
Try it
Chapter 05
What a plane mirror does to an image
Every ray leaving your nose spreads out, hits the mirror, and obeys the law of reflection. Trace the reflected rays backwards with a dotted line and they all meet at one point — as far behind the glass as your nose is in front.
No light is actually at that point. Put a screen there (behind the mirror) and nothing lands on it. That is what we mean by a virtual image: the light only appears to come from there.
Four properties, all testable in a minute with a small mirror:
- Same size as the object, however far away you stand.
- Upright, not upside down.
- As far behind the mirror as the object is in front.
- Laterally inverted: left and right swapped.
- Size
- SameNever magnified. The image of your face is exactly life size, which is why you can put on a bindi accurately.
- Orientation
- UprightNot turned over. Compare with a spoon or a camera, which do flip the picture.
- Position
- As far behindStand 1.5 m away and your twin is 1.5 m behind the glass — 3 m from you.
- Sideways
- SwappedLateral inversion. Your right hand becomes the image's left.
- Type
- VirtualCannot be caught on a screen. Nothing is really behind the glass.
- Mirror needed
- HalfTo see all of yourself you need a mirror only half your height, at the right position.
Worked example
0 / 6 steps shownThe smallest mirror you can see all of yourself in
You are 160 cm tall, with your eyes 150 cm off the ground. What is the shortest vertical mirror on the wall in which you can see yourself from head to toe — and does it matter how far back you stand?
Lab
Connect each property of the plane-mirror image to the everyday effect it produces.
Match each property of a plane-mirror image to the everyday consequence it has.
8 pairs are hiding in two mixed-up columns. Pick one from each side to join them.
Text version of this activity
A connect-the-pairs game with eight properties on the left and eight consequences on the right; drag a line between each matching pair.
Same size connects to your face is life size at any distance. As far behind as in front connects to stand 1.5 m away and your twin is 3 m from you. Laterally inverted connects to AMBULANCE painted backwards. Virtual connects to a screen behind the mirror catches nothing. Upright connects to nothing is turned over, unlike a camera. A half-height mirror is enough connects to an 80 cm mirror shows all of a 160 cm person. Tilt the mirror by 10° connects to the beam swings by 20°. And angle of incidence equals angle of reflection connects to a ray fired straight at a mirror comes straight back.
Wrong connections spring apart; the game counts your moves, so the aim is to think first rather than try everything.
Chapter 06
Why paper is not a mirror
White paper reflects about 80% of the light that lands on it. A household mirror reflects about 90%. Almost the same — so why can you see your face in one and not the other?
Because of what happens to the arrangement of the rays.
A mirror is smooth on a scale far finer than a wavelength of light. A bundle of parallel rays arrives; every one of them meets a surface facing the same way, so every one of them turns through the same angle and leaves still parallel. The pattern survives. This is regular (or specular) reflection.
Paper, under a microscope, is a tangle of fibres pointing everywhere. Every ray obeys the law of reflection perfectly — but each one meets a tiny surface tilted differently, so each leaves at its own angle. The bundle is shattered into every direction at once. This is diffuse (or scattered) reflection.
The law of reflection is not broken by rough surfaces. It is obeyed individually by every microscopic patch, and the scrambling is the sum of all those honest, separate bounces.
| Property | Regular (mirror-like) | Diffuse (scattered) |
|---|---|---|
| Surface | Smooth on a very fine scale | Rough on a very fine scale |
| Parallel rays in | Leave parallel, still in formation | Leave in every direction |
| Do you get a picture? | Yes — a clear image | No — an even glow |
| Where you can see it from | Only from one direction at a time | From everywhere at once |
| Examples | Mirror, still water, polished steel, a wet road at night | Paper, wall paint, cloth, a cinema screen, the Moon |
| Law of reflection obeyed? | Yes | Yes — by each tiny patch separately |
Predict first
Chapter 07
Two mirrors: reflections of reflections
Stand two mirrors face to face with a coin between them and you see a corridor of coins vanishing into the distance. Each image is being reflected again, and again, and each round trip loses a little light to absorption, so the corridor fades and finally goes dark.
Bring the mirrors to an angle instead of parallel, and something tidier happens: you get a definite, countable number of images, arranged in a ring. The number depends only on the angle:
number of images = 360 ÷ angle − 1
At 90° that gives 360 ÷ 90 − 1 = 3 images. At 60°, 5 images. At 45°, 7. As you close the mirrors the count climbs; open them flat to 180° and 360 ÷ 180 − 1 = 1, which is just an ordinary single mirror, as it should be.
| Angle between the mirrors | 360 ÷ angle | Images you can count |
|---|---|---|
| 180° (flat, one mirror) | 2 | 1 |
| 120° | 3 | 2 |
| 90° (a right angle) | 4 | 3 |
| 72° | 5 | 4 |
| 60° (a kaleidoscope) | 6 | 5 |
| 45° | 8 | 7 |
| 36° | 10 | 9 |
| Parallel (0°) | Infinite | A fading corridor of images |
Worked example
0 / 5 steps shownHow many images in a three-mirror kaleidoscope?
A kaleidoscope is made from three long mirror strips of equal width, taped into a triangular tube with their shiny faces inwards. What angle do neighbouring mirrors make, and how many images of one bangle-chip would a pair of them give?
Try it
Chapter 08
Refraction: what bending really is
Light does not have the same speed everywhere. In empty space it is the full 3 × 10⁸ m/s. In water it is about 2.25 × 10⁸ m/s, and in ordinary glass about 2.0 × 10⁸ m/s.
When a beam crosses a boundary at a slant, one edge of the beam arrives at the slower material before the other edge does. That edge slows first while the other is still going fast, and the whole beam pivots — exactly like a marching band wheeling into a corner, or a car that puts two wheels onto soft sand at the side of the road and slews round.
That pivot is refraction. And notice the condition: at a slant. Send the beam in straight along the normal, perfectly square to the surface, and both edges slow at the same instant. No pivot. The light slows down but travels straight on.
The two rules, and how to remember them
- Step 01Into a slower materialbends towards
Air into water, or air into glass: the ray bends towards the normal. The angle inside is smaller than the angle outside.
- Step 02Into a faster materialbends away
Water into air, or glass into air: the ray bends away from the normal. The angle outside is bigger.
- Step 03Straight along the normalno bend
At 0°, the light slows or speeds up but does not change direction at all. Only the slant makes it turn.
- Step 04It is reversibleboth ways
Send light backwards along the same path and it retraces it exactly. A ray diagram works in either direction.
- Step 05A parallel slab shifts, not turnsglass block
Going into a flat glass block bends one way and coming out bends back. The ray leaves parallel to how it arrived, just displaced sideways.
Refractive index, a linear scale. Higher means slower light and stronger bending.
- Vacuumn = 1 exactly
- Airn = 1.0003
- Icen = 1.31
- Watern = 1.33
- Cooking oiln ≈ 1.47
- Window glassn ≈ 1.5
- Sapphiren = 1.77
- Diamondn = 2.42
Worked example
0 / 6 steps shownWhy a pool looks shallower than it is
A swimming pool is filled to a true depth of 1.2 m. Looking straight down, how deep does the bottom appear to be? (Refractive index of water = 1.33.)
Lab
Send a ray into a water surface at different angles and see how far it bends, and what happens when you go steeper or shallower.
| Angle of incidence | 50° |
|---|---|
| Angle of reflection | 50° |
| Angle to the mirror surface | 40° |
Ray model: a perfectly flat, smooth mirror. Real mirrors absorb a little light, and light also behaves as a wave.
Text version of this activity
The ray box now shines onto a flat water surface instead of a mirror, with the dotted normal drawn at the point of entry and both angles displayed.
At 50° to the normal in air, the ray bends towards the normal on entering the water and continues at about 35°. A part of the light also reflects off the surface, which is why you see both the sky and the bottom in a pond.
Pull the incoming ray back to 20° and the ray inside bends to about 15° — a smaller angle in, a smaller bend. Push it to 0°, straight down the normal, and there is no bend at all: the ray goes straight in.
Go the other way, to a glancing 80°, and the ray inside reaches only about 48°, while the reflected part of the beam becomes strong and bright. That is why a lake seen from across the water is a mirror, and the same lake seen from a boat directly above is clear.
The pattern to take away: the angle inside the water is always smaller than the angle in air, the two grow together, and at zero there is no bending at all.
Chapter 09
Why things have colours
White light contains every colour. When it lands on an object, the object absorbs some of those colours and reflects the rest. What bounces back to your eye is what you call its colour.
- A tomato absorbs blue and green light and reflects red. You call it red.
- A leaf absorbs red and blue and reflects green.
- Something that reflects nearly everything looks white.
- Something that absorbs nearly everything looks black — and gets hot, because the absorbed light becomes heat. That is why a black kurta is punishing in a Chennai summer.
So colour is not a property an object has on its own. It is a conversation between the object and the light falling on it, and if you change the light, you change the colour.
Now for the part that confuses almost everybody, because there are two completely different kinds of mixing, and school art lessons teach one while screens use the other.
Adding light. Start with darkness and shine coloured lamps onto the same white patch. Every lamp adds more light, so the patch gets brighter. Red + green = yellow. Green + blue = cyan. Red + blue = magenta. All three = white. The three that do this best are red, green and blue — the primary colours of light. Your phone screen, a TV, a stage lighting rig and the pixels of a photograph all work this way.
Subtracting with pigments. Start with white light and put paint or ink in its way. Every pigment removes colours, so the mixture always gets darker. The printing primaries are cyan, magenta and yellow, and all three together give a muddy near-black. Paints, dyes, inks, rangoli powders and filters all work this way.
Same word, opposite arithmetic. One adds light to darkness; the other takes light away from white.
| Property | Mixing light (additive) | Mixing pigment (subtractive) |
|---|---|---|
| You start with | Darkness | White light |
| Each thing you add | Adds light | Removes light |
| So mixtures get | Brighter | Darker |
| Primaries | Red, green, blue | Cyan, magenta, yellow |
| Red + green gives | Yellow | A dark muddy brown |
| All three primaries give | White | Near black |
| Where you meet it | Screens, stage lights, pixels | Paints, inks, printers, rangoli, dyes |
Lab
Overlap red, green and blue lamps to make every other colour, then put filters in white light and watch colours disappear.
Red + green = yellow · red + blue = magenta · green + blue = cyan · all three = white.
This is additive colour: each lamp adds its light, so the more you switch on the brighter and paler the wall gets. Hold a magnifying glass up to a phone screen and you will see the same three lamps — red, green and blue — in tiny stripes.
Predict before you peek: 8 quick questions about mixing light. Play with the lab above first if you like.
Text version of this activity
Two modes.
Mixing. Three lamps — red, green and blue — shine overlapping circles on a white screen, each with its own brightness slider. Turn up red and green together and the overlap is yellow; green and blue give cyan; red and blue give magenta; all three at full give white. Turn any one down a little and the white drifts towards a tint. There is no yellow lamp anywhere: yellow is what your eye reports when red and green arrive together.
Filters. A beam of white light passes through coloured filters you drop into its path. A red filter absorbs everything except red, so a red patch comes out — and the beam is much dimmer, because most of the light was thrown away as heat. Add a green filter behind the red one and the screen goes black: the red filter already removed all the green, and the green filter removes the red that is left, so nothing survives. A magenta filter (which passes red and blue) followed by a yellow one (red and green) leaves only red.
Eight questions ask you to predict the result before you drop the filter in.
Predict first
Chapter 10
Splitting white light
A prism splits white light because the refractive index of glass is not quite the same for every colour. Violet light is slowed a little more than red light, so violet is bent a little more at each face of the prism, and after two refractions the colours have fanned apart.
The spread is small — for ordinary glass the index is about 1.51 for red and about 1.53 for violet — but bending twice and then travelling a metre to a screen turns that tiny difference into a visible band.
Isaac Newton settled the argument in 1666. Before him, people believed the prism was somehow adding colour to pure white light, dyeing it as it passed through. Newton's crucial experiment was to take just one colour out of the spectrum with a slit, and send that through a second prism. It bent further — but it did not split again. It stayed the same colour. Then he recombined the whole spectrum with a second, inverted prism and got white light back.
Conclusion: white light is a mixture. The prism separates; it does not create.
Working out what colour is
- c. 1020Ibn al-Haytham In Cairo, the Book of Optics argues from experiment that light travels from objects into the eye, and studies reflection, refraction and the rainbow.
- 1304Theodoric of Freiberg Uses a spherical flask of water as a giant raindrop and reproduces the rainbow, working out that the primary bow involves one internal reflection.
- 1637Descartes Calculates the 42° angle of the primary bow and the 51° angle of the secondary, though he cannot yet explain the colours.
- 1666Newton's prism Shows that white light is a mixture: a single colour cut from the spectrum will not split further, and a second prism recombines the fan into white.
- 1801Young's two slits Light passed through two narrow slits makes stripes, which only makes sense if light is a wave with a wavelength.
- 1814Fraunhofer lines Dark lines found in the solar spectrum turn out to name the elements in the Sun. Colour becomes a way of doing chemistry at a distance.
- 1861Maxwell The first colour photograph, made by photographing a tartan ribbon three times through red, green and blue filters — additive mixing, proved.
Try it
Chapter 11
Mix-ups worth clearing up
Chapter 12
Pulling it together
Words to know
All maths vocabulary →Words to be precise about
- Normal
- A line drawn at right angles to a surface at the point where a ray meets it. All optical angles are measured from it.
- Example: A ray "at 30° to the mirror" is at 60° to the normal.
- Angle of incidence
- The angle between the incoming ray and the normal.
- Example: Written i.
- Angle of reflection
- The angle between the normal and the reflected ray. Always equal to the angle of incidence.
- Example: Written r.
- Law of reflection
- Angle of incidence = angle of reflection, and both rays and the normal lie in one plane.
- Example: The whole behaviour of every mirror.
- Regular reflection
- Reflection from a smooth surface: parallel rays stay parallel, so you get an image.
- Example: Mirror, still water, polished steel.
- Diffuse reflection
- Reflection from a rough surface: rays scatter in all directions, so you get a glow, not a picture.
- Example: Paper, wall paint, a cinema screen.
- Virtual image
- An image the light only appears to come from; it cannot be caught on a screen.
- Example: Your reflection behind a mirror.
- Real image
- An image made where light rays actually meet, which can be caught on a screen.
- Example: The picture inside a pinhole camera.
- Lateral inversion
- The left-right swap that a plane mirror gives an image.
- Example: AMBULANCE written backwards.
- Umbra
- The fully dark part of a shadow, where no part of the source can be seen.
- Example: The sharp core of your shadow at your feet.
- Penumbra
- The partly lit grey border of a shadow, where part of the source is still visible.
- Example: The soft edge around your head-shadow.
- Refraction
- The change of direction of light crossing at a slant into a material where its speed is different.
- Example: The bent straw in a glass.
- Refractive index
- The speed of light in vacuum divided by its speed in the material. Bigger means slower and more bending.
- Example: Water 1.33, glass 1.5, diamond 2.42.
- Apparent depth
- The shallower depth water seems to have because of refraction: real depth ÷ n.
- Example: A 1.2 m pool looks 0.90 m deep.
- Dispersion
- The splitting of white light into colours, because the refractive index differs slightly for each colour.
- Example: A prism; a rainbow.
- Spectrum
- The continuous band of colours white light contains.
- Example: Red through to violet, no sharp lines.
- Additive mixing
- Adding coloured light. Primaries red, green, blue; mixtures get brighter; all three give white.
- Example: Every screen you own.
- Subtractive mixing
- Removing colours with pigments or filters. Primaries cyan, magenta, yellow; mixtures get darker.
- Example: Paints, inks, printer cartridges.
- Incandescence
- Giving out light because you are hot.
- Example: A flame, a filament bulb, the Sun.
- Luminescence
- Giving out light without being hot.
- Example: A firefly, an LED, glowing plankton.
Reflect
This stays on this page only. It isn’t saved or sent anywhere.
Quick check
Check that the rules are solid
12 questions · answer what you can, then check. Getting one wrong is useful.
Keep this
Cheat sheet
- Ray model: light leaves every point of a source in all directions, travels in straight lines, and only changes direction when it reflects or refracts. Draw rays with a ruler; dot the imaginary parts.
- Shadow size: shadow = object × D ÷ d, both distances measured from the lamp. Halfway gives ×2; touching the screen gives ×1.
- Umbra and penumbra: a source with size gives a fully dark umbra and a grey penumbra. Bigger source or further screen means less umbra, more penumbra — which is why high-flying birds cast no shadow.
- Law of reflection: angle of incidence = angle of reflection, both measured from the normal, with both rays and the normal in one plane.
- Tilt a mirror by θ and the reflected beam swings by 2θ.
- Plane mirror image: same size, upright, as far behind as the object is in front, laterally inverted, virtual. A mirror half your height shows all of you, from any distance.
- Regular vs diffuse: smooth surfaces keep rays in formation and give images; rough ones scatter them and give an even glow. Both obey the same law.
- Two mirrors at angle θ: number of images = 360 ÷ θ − 1. Parallel mirrors give a fading corridor.
- Refraction: light has different speeds in different materials. At a slant, it bends — towards the normal going slower, away going faster, and not at all at 0°.
- Refractive index n = speed in vacuum ÷ speed in material. Water 1.33, glass 1.5, diamond 2.42. Apparent depth = real depth ÷ n, so a 1.2 m pool looks 0.90 m.
- Colour of objects: what they reflect, not what they absorb. Change the light and you change the colour; under pure green light a red object is black.
- Two kinds of mixing: light adds (primaries red, green, blue; all three make white) and pigment subtracts (primaries cyan, magenta, yellow; all three make near-black).
- Dispersion: glass bends violet slightly more than red, so a prism fans white light into a spectrum. Newton showed the prism separates rather than creates.
Helps you understand
AnglesEvery rule in this lesson is measured in degrees from a normal. Knowing acute, obtuse and complementary angles makes ray diagrams much easier to read.
Used in
Anatomy of the human bodyThe eye is refraction put to work: a curved cornea and a lens bend light to a point on the retina, making a real, inverted image.
Where this comes from
Sources
Light: Shadows and Reflections (Curiosity, Class 7, Chapter 11) (opens another website) — NCERTawaiting check
Supports luminous vs non-luminous objects, light travelling in straight lines, the pinhole camera, transparent/translucent/opaque materials, shadow formation, and the law of reflection as taught to Indian Class 7 students.
Reflection and the Ray Model of Light (opens another website) — The Physics Classroomawaiting check
Supports the law of reflection, plane mirror image formation and lateral inversion, diffuse versus regular (specular) reflection, and multiple images from two mirrors at an angle.
Refraction and the Ray Model of Light (opens another website) — The Physics Classroomawaiting check
Supports refraction as a change of speed and direction at a boundary, Snell's law, refractive index, apparent depth, and the critical angle and total internal reflection.
Light (opens another website) — Encyclopaedia Britannicaawaiting check
Supports the general description of light as electromagnetic radiation, its dual wave and particle behaviour, and the historical development of ideas about what light is.
Visible Light (opens another website) — NASA Scienceawaiting check
Supports the visible spectrum's wavelength range (about 400 to 700 nanometres), the order of spectral colours, and visible light's place within the wider electromagnetic spectrum.
The Rainbow (opens another website) — HyperPhysics, Georgia State Universityawaiting check
Supports the geometry of the primary and secondary rainbow (refraction, one or two internal reflections, then refraction again in a raindrop), the primary bow's angle of about 42 degrees, and Alexander's dark band between the two bows.
End of Understand
What you just read
- Draw a correct ray diagram, measuring every angle from the normal.
- Predict the size of a shadow from the lamp, object and screen positions, and explain why edges blur.
- Apply the law of reflection to plane mirrors, periscopes and pairs of mirrors at an angle.
- Explain refraction as a consequence of light changing speed, and calculate apparent depth.
- Distinguish additive mixing of light from subtractive mixing of pigments, and say why an object looks coloured.
- Next depthGo deeper: InvestigateChange conditions, predict, compare evidence and test.
- Practise80 questionsHints and a worked solution for every question — or play a 10-question round.
- Step backDiscoverGo back over the ground before this one — you can move up and down as often as you like.
- TopicAll of lightThe whole ladder, the connections and the words to know, on one page.
The web
Explore a connection
Helps you understandanother area
EclipsesAn eclipse is a shadow, and shadows need light that travels in straight lines.
Helps you understandanother area
Phases of the MoonThe Moon has no light of its own: we see the half of it the Sun is lighting.
Used inanother area
Anatomy of the human bodyThe eye is a lens, a screen and a shutter — optics built out of living tissue.
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Revision 1 · release preview-7e1cbbcc4f · accepted 20/09/2026