Class 10 (CBSE) /Science

Light — Reflection & Refraction

Light — Reflection & Refraction · free study notes

Light – Reflection & Refraction

Class 10 (CBSE) – Science
(Advanced MIT‑style treatment – first principles, rigorous reasoning, edge cases, and a challenging problem.)


📚 Table of Contents

# Topic Page
1 Introduction & Basic Definitions 1
2 Reflection of Light 3
3 Refraction of Light 8
4 Advanced Theory – Fermat’s Principle & Wave Optics 13
5 Edge Cases & Exotic Phenomena 18
6 Applications (lenses, prisms, optical fibres) 22
7 Practice Problems 26
8 Challenging Problem 29
9 References & Further Reading 30

Note: For brevity, page numbers are illustrative. Use these as anchors in your notes.


1. Introduction & Basic Definitions (Page 1)

Concept Definition
Light Electromagnetic radiation in the visible spectrum (≈ 400–700 nm).
Ray Idealised straight line along which energy propagates.
Incident Ray Ray before interacting with a surface.
Reflected Ray Ray after bouncing off a surface.
Refracted Ray Ray after passing into a second medium.
Plane of Incidence Plane containing incident, reflected, and refracted rays.
Normal Perpendicular to the interface at the point of interaction.
Angle of Incidence (θ₁) Angle between incident ray and normal.
Angle of Reflection (θᵣ) Angle between reflected ray and normal.
Angle of Refraction (θ₂) Angle between refracted ray and normal.
Refractive Index (n) Ratio of speed of light in vacuum to that in the medium:
( n = \dfrac{c}{v} ) (dimensionless).

Key Law – Law of Reflection
The angle of incidence equals the angle of reflection:
[ \theta_1 = \theta_r ]

Key Law – Snell’s Law (Law of Refraction)
[ n_1 \sin \theta_1 = n_2 \sin \theta_2 ]


2. Reflection of Light (Page 3)

2.1 Geometric Derivation

  1. Plane Mirror

    • Incident and reflected rays lie on the same side of the normal.
    • Using vector reflection:
      [ \mathbf{r} = \mathbf{i} - 2(\mathbf{i}!\cdot!\mathbf{n})\mathbf{n} ] where (\mathbf{i}) is incident unit vector, (\mathbf{n}) is normal unit vector.
  2. Diffuse (Lambertian) Surface

    • Roughness causes multiple scattering.
    • Intensity obeys Lambert’s cosine law:
      [ I = I_0 \cos \theta ] where (\theta) is angle between surface normal and observation direction.

2.2 Polarization by Reflection

  • Brewster’s Angle ((\theta_B)) – angle at which reflected light is perfectly polarized transverse to the plane of incidence.
    [ \tan \theta_B = \dfrac{n_2}{n_1} ]

Edge Case: At (\theta_B), the reflected intensity of the p‑polarized component goes to zero.

2.3 Total Internal Reflection (TIR)

  • Occurs when light travels from a medium of higher (n) to lower (n) and (\theta_1) exceeds the critical angle (\theta_c).
    [ \sin \theta_c = \dfrac{n_2}{n_1} ]
  • All incident light is reflected; no refraction occurs.
  • Evanescent Wave: Exponential decay into the second medium.

3. Refraction of Light (Page 8)

3.1 Snell’s Law from Wavefront Geometry

  • Consider a wavefront crossing a boundary at an angle.
  • The component of velocity parallel to the interface remains unchanged, leading to: [ \frac{\sin \theta_1}{\sin \theta_2} = \frac{v_1}{v_2} = \frac{n_2}{n_1} ]

3.2 Dispersion

  • Refractive index varies with wavelength (\lambda): (n(\lambda)).
  • Normal Dispersion: (dn/d\lambda > 0) (red light refracts less than blue).
  • Anomalous Dispersion: (dn/d\lambda < 0) near absorption lines.

3.3 Wave Optics View

  • Phase Matching: Continuity of the tangential component of the wavevector across interface:
    [ k_{1,\parallel} = k_{2,\parallel} ]
  • Leads to Snell’s law via (k = \dfrac{2\pi n}{\lambda_0}).

4. Advanced Theory – Fermat’s Principle & Wave Optics (Page 13)

4.1 Fermat’s Principle (Principle of Least Time)

  • Light follows the path that minimises the travel time between two points.
  • Formally:
    [ \delta \int_{A}^{B} n(\mathbf{r}) , ds = 0 ]
  • Applying Euler–Lagrange yields Snell’s law.

**Rigorous derivation (for constant (n_i))

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