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Light, Reflection, and Refraction Chapters 14 and 15 Electromagnetic Waves • An electromagnetic wave is composed of a magnetic field wave perpendicular to an electric field wave • All objects that are not at absolute zero emit EMWs. • The hotter the object the more waves they emit. • The electromagnetic spectrum is composed of a range of wavelengths and frequencies that range from radio waves to gamma waves. • Visible light is a very small portion of that entire spectrum. QuickTime™ and a GIF decompressor are needed to see this picture. QuickTime™ and a decompressor are needed to see this picture. c • The speed of an electromagnetic wave in a vacuum is 3.00 x 108m/s. • It is equal to the product of the wavelength and the frequency • c = ƒ • Sample Problem 14A Visible Light • Visible Light is the part of the EMS that we can see • Ranges from the color red with a wavelength of 700nm (x10-9m) to the color purple with a wavelength of 400nm. Reflection • Light waves usually travel in straight paths. • When a light wave encounters a different substance it changes direction. • When it encounters a substance that does not permit light to travel through it, opaque, some of the light will be reflected. • Usually a portion of the light is absorbed. Reflection (cont) • The texture of the opaque object’s surface affects how it reflects light. • A rough object reflects light in many different directions, diffuse reflection • A smooth object reflects light in only one direction, specular reflection • A surface is considered smooth if variations are smaller than the size of the wavelengths being reflected. • It is difficult to make objects smooth enough to reflect X-rays and Gamma Rays. QuickTime™ and a decompressor are needed to see this picture. QuickTime™ and a decompressor are needed to see this picture. Mirrors • Mirrors are smooth surfaces that reflect nearly all of the light they encounter. • Light that strikes a mirror at an angle from the normal line reflects at the same angle away from the normal line QuickTime™ and a decompressor are needed to see this picture. QuickTime™ and a GIF decompressor are needed to see this picture. Flat Mirrors • Flat mirrors are the simplest form of mirror where the objects distance to the mirror, p, is equal to the distance from the mirror to the image, q. • The image appears to be located behind the mirror and is considered to be a virtual image as the object would not appear on a screen. Ray Diagrams • Ray diagrams are used to predict the location of the image of an object. • To make a ray diagram for a flat mirror choose a point on the object and draw a ray toward the mirror at a perpendicular angle. This ray would reflect back on itself. • Then draw a ray at an angle toward the mirror and draw the reflection of that ray. • Trace back both of the reflected rays through the mirror, where they intersect, place the image. QuickTime™ and a decompressor are needed to see this picture. Concave Spherical Mirrors • Concave spherical mirrors are those who reflective surface is on the interior of a curved surface that has a radius R to the center of curvature C. • The optical axis is any line that passes through C and is usually oriented with an object. QuickTime™ and a decompressor are needed to see this picture. Concave Spherical Mirror Rules • A ray traveling through C will reflect back through C. (only if object is beyond C) • A ray traveling through the focal point f, halfway between C and the surface of the mirror, will reflect parallel to the OA • A ray traveling to the intersection of the OA and the mirror will reflect at the same angle below the OA. • A ray traveling parallel to OA will reflect through the focal point Ray Diagrams • Using any of the two rules you must draw two rays, the object occurs at the point of intersection. • We will draw several ray diagrams to determine the image produced by an object that is – Beyond C – Between C and f – Between f and mirror Convex Spherical Mirrors • Convex spherical mirrors are those where the reflective surface is on the outside of the curve. • The points f and C are located behind the mirror • Convex spherical mirrors have rules as well. Rules • A ray parallel to the OA will reflect directly away from f. • A ray heading towards f will reflect parallel to the OA • A ray heading towards C will reflect directly away from C. • A ray heading toward intersection of OA and mirror will reflect at the same angle below the OA. • Trace the 3 diverging lines back through the mirror to reveal the location of the image which is always virtual QuickTime™ and a decompressor are needed to see this picture. Equations • While ray tracing gives us a good idea of the location of an object it is always best to verify with math. • If p is the object’s distance and q is the image distance then… • 1/p + 1/q = 1/f • The magnification of the object can been calculated using the equation… • M = -(p/q) • Sample Problem 14C Parabolic Mirrors • Rays that hit spherical mirrors far away from the OA often reflect though other points causing fuzzy images, spherical aberration. • Telescopes use parabolic mirrors as they ALWAYS focus the rays to a single point. Refraction • Substances that are transparent or translucent allow light to pass though them. • When light passes from one transparent/translucent substance to another it changes direction. • This change is due to the slight differences in speed that light travels in the new substance. • This is called refraction. Analogy • A good analogy for refracting light is a lawnmower traveling from the sidewalk onto grass. QuickTime™ and a decompressor are needed to see this picture. Index of Refraction • The ratio of the speed of light in a vacuum to the speed of light in a medium is that medium’s index of refraction. (n) • The higher the index of refraction, the slower light travels through a medium. • Refraction causes objects to appear at locations they are not at. QuickTime™ and a decompressor are needed to see this picture. Snell’s Law • Snell’s Law relates the indices of refraction as well as the angle away from the normal line (angle of incidence) to determine the angle of refraction. • n1(sini) = n2(sinr) • r = sin-1{(n1/ n2)(sini)} • Sample Problem 15A QuickTime™ and a decompressor are needed to see this picture. Total Internal Reflection • If the angle of incidence of a ray is very large(close to 90º) the ray will reflect rather than refract. • This principal is responsible for the properties of fiber optic cables. • Remember the lawn mower analogy… QuickTime™ and a decompressor are needed to see this picture. QuickTime™ and a decompressor are needed to see this picture. Thin Lenses • Refraction is the property that allows us to manipulate an object’s image using a lens. • We will be working with converging and diverging lenses. • Just like with mirrors, we will need to follow rules to draw ray diagrams to predict the location of an image. • Thin lenses also have focal points, these points are determined not only by the curve of the lens but the index of refraction of the lens as well. • A lens has two focal points, one on either side. QuickTime™ and a decompressor are needed to see this picture. Converging Lens Diagram • Draw one ray parallel to OA, refracts through focal point. • Draw one ray through center of lens, continues straight through. • Draw one ray through focal point, refracts through lens, travels parallel to OA. • Image located at intersection of rays. • Treat lens as though it were a flat plane. QuickTime™ and a decompressor are needed to see this picture. Diverging Lens Diagram • Because the rays that enter a diverging lens do not intersect a virtual image is formed by tracing back the refracted rays. • Ray 1 - parallel to OA, refracts away from f, trace back to f. • Ray 2 - ray toward f, refracts parallel to OA, trace back parallel to OA • Ray 3 - ray through center, continues straight, trace back toward object QuickTime™ and a decompressor are needed to see this picture. Equations • You can use the same equations for curved mirrors with lenses • If p is the objects distance and q is the image distance then… • 1/p + 1/q = 1/f • The magnification of the object can been calculated using the equation… • M = -(p/q) • Sample problem 15B