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See Light Bend: Refraction and Snell's Law

Refraction of light is the change in direction of a light ray as it passes at an angle from one transparent medium into another, because light travels at a different speed in each. Change the angle of incidence and the media below to see the angle of refraction, the critical angle and total internal reflection.

Drag the light source to change the angle of incidence

Incident rayReflected rayRefracted rayNormalCritical angle
Speed

Controls

30 °

First medium (top)

Second medium (bottom)

Readings

Angle of incidence, θ₁
30.0°
Angle of refraction, θ₂
19.5°
Refractive index of first medium, n₁
1.00
Refractive index of second medium, n₂
1.50
Critical angle, θc
None
Share of light reflected
4.2%
Speed of light in first medium, v₁
3.00× 10⁸ m/s
Speed of light in second medium, v₂
2.00× 10⁸ m/s

How to use this simulation

  1. Drag the light source (the yellow dot) or move the slider to change the angle of incidence.
  2. Pick the two media. In the denser one the wavefronts bunch up and slow down, which is why the ray bends.
  3. Press "Swap the media" so the light goes from glass into air, then raise the angle past the critical angle.
  4. Beyond it the refracted ray vanishes and all the light comes back: total internal reflection.

Why does a straw look broken in a glass of water?

Put a straw or a pencil into a glass of water, tilted, and look at it from the side. Right at the water surface it seems to snap, as if the part under water had shifted. Pull it out and it is perfectly straight. Nothing happened to the pencil. Something happened to the light coming from it.

You have probably noticed other odd things too. A swimming pool looks shallower than it really is. A coin at the bottom of a cup seems to float up when you pour water in. On a hot day, a road far ahead looks wet and shiny. All of these come from one simple fact: when light crosses from one material into another, it can change direction.

That change of direction is called refraction. On this page we will build it up from nothing: why light bends, how much it bends, how to calculate it, and the surprising moment when light stops escaping altogether and gets trapped inside.

Starting from zero: why light bends at all

The first thing to know is that light does not travel at the same speed everywhere. In a vacuum it moves at about 3 × 10⁸ m/s, in air almost as fast, in water noticeably slower, in glass slower still and in diamond slowest of all. A material in which light travels slowly is called optically denser; one in which it travels faster is optically rarer.

Now picture a shopping trolley rolling across a smooth floor onto a carpet. If it meets the carpet head-on, both front wheels reach the carpet together and slow down together, so the trolley just slows and keeps its direction. If it meets the carpet at a slant, one wheel hits the carpet first and slows while the other is still rolling fast on the floor. The trolley swings round a little. It has changed direction simply because one side slowed before the other.

Light does exactly this. The part of a wavefront that enters the denser material first slows down first, while the rest is still moving quickly, so the whole wavefront pivots and the ray changes direction. That is also why light hitting the boundary straight on (at 0°) does not bend: every part of the wavefront slows at the same moment.

A line of marching soldiers stepping from a road into mud at an angle behaves the same way, and the simulation shows it directly. Keep "moving wavefronts" switched on and watch them crowd together and slow down in the denser medium.

  • Rarer to denser (air → water): light slows, the ray bends towards the normal, so the angle of refraction is smaller than the angle of incidence.
  • Denser to rarer (water → air): light speeds up, the ray bends away from the normal, so the angle of refraction is larger.
  • Straight on (angle of incidence 0°): the speed changes but the direction does not.

Words you need to know

These terms come up in every refraction question. Read them once carefully and the rest of the page becomes much easier.

TermWhat it means
Interface (boundary)The surface where two media meet, such as the top of the water.
Incident rayThe ray arriving at the boundary through the first medium.
Refracted rayThe ray that continues into the second medium after bending.
NormalA line drawn at 90° to the boundary at the point where the ray hits. All angles are measured from it.
Angle of incidence (θ₁)The angle between the incident ray and the normal.
Angle of refraction (θ₂)The angle between the refracted ray and the normal.
Refractive index (n)How much a medium slows light: n = c/v. It has no unit.
Critical angle (θc)Going from denser to rarer, the angle of incidence that makes the angle of refraction 90°.
Total internal reflectionWhen the angle of incidence exceeds the critical angle and all the light reflects back.

The laws of refraction and Snell's law

Refraction is not random. It always follows two rules, called the laws of refraction.

First law: everything in one plane

The incident ray, the refracted ray and the normal at the point of incidence all lie in the same plane. In plain words, light bends within the flat page of your diagram and never jumps out sideways, which is why a single flat drawing is enough to describe refraction.

Second law: Snell's law

For a given pair of media and a given colour of light, the sine of the angle of incidence divided by the sine of the angle of refraction is always the same number. That constant is the refractive index of the second medium relative to the first.

If you know the absolute refractive indices n₁ and n₂, the neatest form is n₁ sinθ₁ = n₂ sinθ₂. A handy way to remember it: each side has its own n with its own angle.

sinθ₁ / sinθ₂ = ₁n₂ (constant)Snell's law

n₁ sinθ₁ = n₂ sinθ₂the same law with absolute indices

Refractive index and the speed of light

The absolute refractive index of a medium is the speed of light in a vacuum divided by the speed of light in that medium. The slower light travels in a material, the larger its n, so n tells you at a glance which medium is optically denser.

The simulation uses these values: air 1.00, water 1.33, glass 1.50, diamond 2.42. For the relative index between two media, divide the second one's n by the first one's. For example, glass relative to water is 1.50 ÷ 1.33 = 1.13.

n = c / vabsolute refractive index

₁n₂ = n₂ / n₁ = v₁ / v₂relative refractive index

₁n₂ × ₂n₁ = 1the reverse index is the reciprocal

Critical angle and total internal reflection

Now send the light the other way, from a denser medium into a rarer one, such as from water into air. It now bends away from the normal, so the angle of refraction is always bigger than the angle of incidence. Keep increasing the angle of incidence and the refracted ray leans closer and closer to the surface.

At one particular angle of incidence the refracted ray skims exactly along the boundary: the angle of refraction is 90°. That special angle of incidence is the critical angle. Putting θ₂ = 90° into Snell’s law, and using sin 90° = 1, gives sinθc = n₂/n₁. When the rarer medium is air this becomes simply sinθc = 1/n.

What happens beyond the critical angle? Snell’s law would then need sinθ₂ to be bigger than 1, which no angle can give. So the light cannot enter the second medium at all, and all of it reflects back into the first. This is total internal reflection. An ordinary mirror absorbs some light, but total internal reflection returns almost all of it, which makes it a better mirror than a mirror.

sinθc = n₂ / n₁ = 1 / ₂n₁critical angle (n₁ > n₂)

sinθc = 1 / nfrom a medium into air

  • Condition 1: light must travel from the denser medium towards the rarer one.
  • Condition 2: the angle of incidence must be greater than the critical angle.
  • Going from rarer to denser, total internal reflection never happens, whatever the angle.

Try it yourself in the simulation

Reading about refraction helps, but moving the controls yourself makes it stick. Work through these experiments with the animation above.

Experiment 1: set the first medium to air and the second to glass. Put the angle of incidence at 0° and notice the ray does not bend at all. Now raise the angle slowly: the angle of refraction rises too, but always stays smaller.

Experiment 2: keep the same angle and change the second medium from glass to water, then to diamond. Diamond bends the ray the most because its refractive index is the largest. Check v₂ in the readings panel: light is slowest in diamond.

Experiment 3: press "Swap the media" so the light travels from glass into air. Increase the angle until you pass the red dashed critical-angle line. The refracted ray disappears and the "total internal reflection" badge appears.

Experiment 4: watch the brightness of the reflected ray. At small angles it is faint, because most of the light gets through, but it grows brighter as you approach the critical angle, just as it does in real life.

Worked examples, step by step

Let’s solve some problems. In each one, write down what you know, then the formula, then substitute. Written this way, an answer earns full credit even if you slip on the arithmetic.

Example 1: from air into glass (the simulation’s starting values)

Light passes from air (n₁ = 1.00) into glass (n₂ = 1.50) at an angle of incidence of 30°. Find the angle of refraction.

Snell’s law: n₁ sinθ₁ = n₂ sinθ₂, so sinθ₂ = (1.00 × sin 30°) ÷ 1.50 = (1.00 × 0.50) ÷ 1.50 = 0.333. Therefore θ₂ = 19.5°. The ray bends towards the normal because glass is denser.

Example 2: sunlight entering a pond

Sunlight strikes a pond at 45° to the normal (water n = 1.33). What angle does it make with the normal under water?

sinθ₂ = sin 45° ÷ 1.33 = 0.707 ÷ 1.33 = 0.532, so θ₂ = 32.1°.

Example 3: critical angles of glass, water and diamond

Using sinθc = 1/n: for glass, sinθc = 1 ÷ 1.50 = 0.667, so θc = 41.8°. For water, sinθc = 0.752, so θc = 48.8°. For diamond, sinθc = 0.413, so θc = 24.4°.

Notice the pattern: the bigger the refractive index, the smaller the critical angle, so denser materials trap light more easily.

Example 4: the speed of light in different materials

v = c/n with c = 3 × 10⁸ m/s. In water v = 3 ÷ 1.33 = 2.26 × 10⁸ m/s, in glass 2.00 × 10⁸ m/s and in diamond only 1.24 × 10⁸ m/s. In diamond light moves at less than half its speed in a vacuum.

Example 5: how deep does a pool look?

A pool is 2 m deep. Looking almost straight down, how deep does it appear? Apparent depth = real depth ÷ n = 2 ÷ 1.33 = 1.50 m.

The bottom seems to have risen by about 0.50 m. That is why water is always deeper than it looks, so be careful before jumping in.

apparent depth = real depth / nviewed almost straight down

Example 6: from glass into air, does the light get out?

Light inside glass meets the surface at 30°. sinθ₂ = 1.50 × sin 30° = 0.75, so θ₂ = 48.6° and the light escapes.

At 45°, sinθ₂ = 1.50 × sin 45° = 1.06, which is more than 1. No angle has that sine, so the light cannot escape: total internal reflection. It fits, since 45° is bigger than glass’s critical angle of 41.8°.

Mistakes students often make

A handful of errors come up again and again. Knowing them in advance saves easy marks.

  • Measuring angles from the surface. Angles of incidence and refraction are always measured from the normal.
  • Saying light speeds up in a denser medium. It is the opposite: light slows down, which is why n is larger.
  • Looking for a critical angle when light goes from rarer to denser. There is none in that direction.
  • Giving the refractive index a unit. n is a ratio of two speeds, so it has no unit.
  • Thinking the frequency changes. It does not; the speed and the wavelength change, the frequency stays the same.
  • Leaving the calculator in radians. Check it is in degree mode before taking a sine.

Refraction in everyday life

Refraction is not just a textbook topic; it is happening around you all the time.

  • Optical fibres: light bounces along a glass thread thinner than a hair by total internal reflection. Internet data and medical endoscopes both rely on it.
  • Diamond sparkle: diamond’s tiny critical angle traps light inside, so it reflects many times and leaves through the top, which is why cut diamonds glitter.
  • Mirages: on a hot road, layers of hot air bend light gradually until it totally internally reflects, and you see a reflection of the sky that looks like water.
  • A bent pencil in water, a pool that looks shallow, a coin that seems to rise in a cup: all refraction.
  • Spectacles, cameras and microscopes use lenses, which work by refracting light to a focus.
  • Rainbows: refraction and internal reflection inside raindrops, with each colour bending by a slightly different amount, spread sunlight into its colours.

Exam corner

These are the question types that come up most often, with the key point each answer needs.

Definitions

Define refraction, refractive index and critical angle in one precise sentence each. For the critical angle, always say "from a denser to a rarer medium" and "angle of refraction is 90°".

Explain-why questions

Why does a pencil look bent in water? Because light from the submerged part bends away from the normal as it leaves water, and the eye traces it back in a straight line, so the submerged part appears higher. Always mention the direction of bending and the eye tracing rays back.

Calculations

Expect Snell’s law, n = c/v, the critical angle and apparent depth, as in the examples above. Show the formula, the substitution and the unit. A common twist is giving the speed of light in a medium and asking for n, or giving n and asking for the critical angle.

Compare-and-decide questions

Which is more likely to show total internal reflection, glass or water? Work out both critical angles and argue from the numbers: the smaller critical angle (glass) traps light at smaller angles.

Quick revision summary

The night before a test, this table is the whole topic on one screen.

IdeaKey point
Why refraction happensLight travels at different speeds in different media
Snell's lawn₁ sinθ₁ = n₂ sinθ₂
Refractive indexn = c/v, no unit
Rarer → denserbends towards the normal, θ₂ < θ₁
Denser → rarerbends away from the normal, θ₂ > θ₁
Critical anglesinθc = n₂/n₁ (into air: sinθc = 1/n)
Total internal reflectiondenser → rarer and θ₁ > θc
Apparent depthreal depth ÷ n

Frequently asked questions

What is refraction of light?

Refraction is the change in direction of light when it passes at an angle from one transparent medium into another. It happens because light travels at different speeds in different media.

What is Snell's law?

Snell's law states that n₁ sinθ₁ = n₂ sinθ₂: for a given pair of media and colour of light, the ratio of the sine of the angle of incidence to the sine of the angle of refraction is constant.

How do you calculate the critical angle?

Use sinθc = n₂/n₁, where light travels from the denser medium (n₁) to the rarer one (n₂). For glass into air, sinθc = 1/1.50, so θc ≈ 41.8°.

When does total internal reflection occur?

When light travels from a denser medium towards a rarer one and the angle of incidence is greater than the critical angle. Then all the light reflects back into the denser medium.

Why does a pencil look bent in water?

Light from the submerged part bends away from the normal as it leaves the water. Your eye traces the light back in a straight line, so that part appears higher than it really is and the pencil looks bent at the surface.

Does the refractive index have a unit?

No. The refractive index is the ratio of two speeds (n = c/v), so it is a pure number with no unit.

Does the frequency of light change during refraction?

No. The frequency stays the same; the speed and the wavelength both decrease in a denser medium by the same factor n.

Why does a diamond sparkle so much?

Diamond has a very high refractive index (2.42), so its critical angle is only about 24.4°. Light entering it undergoes total internal reflection many times and leaves through the top, which makes it sparkle.

Keep studying this topic

The animation made the idea click; now turn it into marks. Syllabus, suggestions, textbooks and admission-test guides are below.

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Limits and the ε–δ Definition: A Visual Guide

Mathematics

3D Vectors: Sum, Dot Product and Cross Product

Mathematics

Matrix Transformations: Rotation, Reflection, Shear and the Determinant

Mathematics

Complex Numbers: Sum, Product, Powers and Roots on the Argand Plane

Mathematics

Binary Number System: Place Value, Conversion and Addition