Visual walkthrough — Geometric optics — rectilinear propagation, reflection, refraction
Step 1 — What is a "ray", and what is "time along a path"?
WHAT. A ray is the thin straight arrow that shows which way light energy travels. We put down two points: a start point where the light leaves, and an end point where it must arrive. The light must get from to .
WHY. Before we can say "least time" we need to be able to measure the time of a trip. Time is just distance divided by speed. If a straight segment has length and the light moves at speed , the time to cross it is
- ::: the length of the straight piece of path (metres).
- ::: the speed of light in that material (metres per second).
- ::: the time the light spends on that piece (seconds).
PICTURE. One point , one point , one straight arrow between them, labelled with its length and the speed. That is the atom of everything that follows.
Step 2 — One medium: least time = straight line
WHAT. Suppose the whole space is one uniform material, so the speed is the same everywhere. Among all possible squiggly routes from to , which one takes least time?
WHY. Because is constant, . Making small means making the length small. The shortest length between two points is the straight line — so light goes straight. That is rectilinear propagation, and we just derived it instead of assuming it.
PICTURE. Three candidate paths from to : two bent ones (longer, slower) and the straight one (shortest, fastest). The straight one wins.
Step 3 — Two mediums: set up the crossing
WHAT. Now split space into two halves by a horizontal boundary (the -axis). Above it the light moves at speed ; below it at a different speed . Point sits above; point sits below. The light crosses the boundary at some point that we get to choose.
WHY. This is the real question of refraction: the crossing point is the only freedom the light has. Move left or right and you trade a bit of the top journey for a bit of the bottom journey. We want the that makes the total time smallest.
- ::: how high sits above the boundary (a fixed positive number).
- ::: how deep sits below the boundary (a fixed positive number).
- ::: the horizontal gap between and .
- ::: the horizontal position of the crossing point — the one thing we vary.
PICTURE. The two-tone scene: top strip speed , bottom strip speed , the slanted top leg , the slanted bottom leg , and the movable dot sliding only along the allowed stretch .
Step 4 — Write the total time as a formula
WHAT. Each leg is a straight line, so its length is the hypotenuse of a right triangle (Pythagoras). We ask why Pythagoras and not something else: because the legs are straight (Step 2), and the horizontal and vertical offsets of a straight segment are the two legs of a right triangle — its length is .
Top leg : horizontal offset , vertical offset , so length . Bottom leg : horizontal offset , vertical offset , so length .
WHY. Divide each length by the speed of its medium to get the time on that leg, then add:
- ::: length of the top leg (from down to ).
- ::: length of the bottom leg (from down to ).
- dividing by , ::: turns each length into a time, because .
- ::: the total travel time as a function of where we put , valid on the allowed stretch .
PICTURE. The two right triangles drawn explicitly, their legs labelled , and , , with the two hypotenuses highlighted.
Step 5 — "Least time" means the slope is zero
WHAT. is a smooth curve: for small the top leg is short but the bottom leg is long, for large the reverse. Somewhere in between dips to a minimum. At the very bottom of a valley the curve is momentarily flat.
WHY this tool — the derivative. The derivative is a machine that reports the slope of at each : how fast the time changes if you nudge a tiny bit right. We use this tool and no other because the question "where is time smallest?" is exactly the question "where is the slope zero?" At the minimum, nudging either way doesn't change the time (to first order), so
PICTURE. The graph of against over the allowed stretch (the two ends of the stretch are marked): a U-shaped valley, with a flat tangent line kissing its lowest point. Crucially the lowest point sits strictly between and , so it is a genuine physical crossing, not an endpoint. To the left the slope is negative (downhill), to the right positive (uphill); it passes through zero exactly at the winning .
Step 6 — Do the differentiation
WHAT. Differentiate term by term. The derivative of is (chain rule), and the derivative of is (the extra minus comes from the inside).
WHY. Setting the whole slope to zero:
Move the second term across:
- ::: horizontal offset ÷ hypotenuse of the top triangle.
- ::: horizontal offset ÷ hypotenuse of the bottom triangle.
- , ::: the "time-cost per metre" of each medium — the factors that make this not a straight line.
PICTURE. The two triangles again, but now with the horizontal leg over the hypotenuse ratio highlighted on each — a big coloured wedge marking exactly the fractions in the equation.
Step 7 — Recognise the sines (the angles were hiding all along)
WHAT. Draw the normal — the vertical dashed line perpendicular to the boundary at . The angle between the top leg and the normal is ; between the bottom leg and the normal is .
WHY this tool — the sine. The sine of an angle in a right triangle is opposite over hypotenuse. Look at the top triangle: the side opposite (the side across from that angle) is the horizontal offset , and the hypotenuse is . So
Those are exactly the two ugly fractions from Step 6! The sine is the perfect tool here because it is the one ratio that converts "how far slid sideways" into "how slanted the ray is from the normal." Substituting:
Finally use the definition of refractive index, . Here is the speed of light in vacuum — a fixed universal constant, about , the fastest speed anything can go. In any material light is slower, at speed , so is always ; the bigger is, the slower the light. From we get . Multiply both sides of the boxed relation by ; the cancels:
- ::: angle of the incoming ray from the normal, in medium 1.
- ::: angle of the outgoing ray from the normal, in medium 2.
- ::: the speed of light in vacuum, a universal constant ( m/s).
- ::: refractive indices; , bigger = slower light.
PICTURE. The finished diagram: normal drawn, both angles marked at , the two sine-triangles shaded, and Snell's law written across the top.
Step 8 — Fast → slow: the ray bends TOWARD the normal
WHAT. Take the everyday case: light going from a faster medium into a slower one, i.e. (for example air → glass, or air → water). What does Snell's law predict for ?
WHY. Rearrange to . Since , the factor , so , which means : the outgoing ray is less slanted — it bends toward the normal. This matches the marching-band picture: the row hits the slow medium and swings toward the perpendicular. It also matches least time — light "wants" fewer metres in the slow medium, so it dives closer to straight-down.
Worked number: air () → glass () at . Then , giving . Indeed : bent toward the normal. ✔
PICTURE. The incoming ray at in the fast (rarer) top medium and the refracted ray at the smaller hugging the normal in the slow (denser) bottom medium.
Step 9 — The other cases (never leave a scenario unshown)
WHAT / WHY / PICTURE, all in one figure with three panels:
- Panel A — same speed, (i.e. ). Snell's law gives , so : the ray goes straight through, no bend. This is Step 2 hiding inside the general law — a sanity check.
- Panel B — head-on, . The ray arrives along the normal. Then : light entering perpendicular does not bend at all, whatever the two media. (It still slows down — speed changes, direction doesn't.)
- Panel C — slow → fast (), the reverse of Step 8. Now , so , giving : the ray bends away from the normal. Push up until would hit — that is the critical angle with . For glass→air, , so . Beyond it, would exceed 1, which is impossible, so the light cannot leave — it is totally internally reflected (this powers Total internal reflection and Optical fibres).
The one-picture summary
One figure compresses the whole journey: a valley-shaped time curve (with its minimum sitting between the endpoints and ) whose lowest point selects the crossing point ; the bent ray at with its normal and two angles; and the boxed result tying them together — the geometry and the calculus in a single glance.
Recall Feynman: retell the whole walkthrough to a 12-year-old
Light is a runner who only cares about finishing fast, not about going straight. On one flat field (one medium) fastest is straight, so light goes straight — that's Step 1–2. Now put a swamp below the field: the runner sprints on grass () and wades slowly in swamp (). If he aimed dead straight he'd wallow too long in the swamp; if he ran to the swamp's edge first he'd waste distance on grass. Somewhere between the start and the finish — never before one or past the other — is the sweet spot where the total time is smallest (Steps 3–4). To find it we ask "where does nudging stop helping?" — the flat bottom of the time-valley, slope zero, the derivative (Steps 5–6). Cleaning up the algebra, the two messy fractions turn out to be and — the slants from the up-down line — and dividing by the speeds (with , where is light's top speed in empty space) gives Snell's law (Step 7). The special cases: grass→swamp he angles toward straight-down (Step 8, bend toward normal); equal ground → straight; head-on → straight in; and sprinting out of the swamp too steeply → he can't escape and bounces back, total internal reflection (Step 9). Same runner, same rule — least time — every single time.
Connections
- Fermat's principle — the least-time idea this whole page unpacks.
- Total internal reflection, Optical fibres — Step 9, Panel C in action.
- Wavefronts and Huygens' principle — the wave-level "why the wavefront pivots" behind the same bending.
- Mirrors and Lenses, Dispersion — where Snell's law gets applied next.