Optical path length (OPL):OPL=n⋅d, where n is the refractive index and d is the geometric distance.
WHY n appears: speed of light in a medium is v=c/n. Time to cross distance d is t=d/v=nd/c. So minimizing time ⇔ minimizing nd = OPL (since c is constant).
We send light from point A in medium 1 (index n1) to point B in medium 2 (index n2). The boundary is a flat horizontal line. Let the ray cross the boundary at horizontal position x.
Setup (Why these variables?): We let x be the crossing point — it is the one free choice light makes. Everything else (heights a, b, total width w) is fixed by where A and B are.
Path length in medium 1: ℓ1=a2+x2
Path length in medium 2: ℓ2=b2+(w−x)2
Total time (Why n/c? because t=nd/c):
T(x)=cn1a2+x2+cn2b2+(w−x)2
Minimize: light picks the x that makes T stationary, so set dxdT=0.
Why this step? Stationary = the derivative vanishes; this is the mathematical translation of "least time."
dxdT=cn1⋅a2+x2x+cn2⋅b2+(w−x)2−(w−x)=0
Why this step? Each square root differentiates by the chain rule: dxda2+x2=a2+x2x.
Now read the geometry:
sinθ1=a2+x2x,sinθ2=b2+(w−x)2w−x
Why this step?θ1 is the angle from the normal (vertical). The opposite side is the horizontal run x; the hypotenuse is ℓ1. So sinθ1=x/ℓ1 — pure right-triangle trig.
Light is in a hurry but it can't go fast through thick stuff like water or glass. So when it has to cross from fast air into slow glass, it's clever: it spends less of its trip inside the slow glass and more in the fast air. That makes its path bend at the surface, like a lifeguard who runs farther on the beach before splashing into the slow water. The exact amount of bending follows one neat rule: n1sinθ1=n2sinθ2.
Dekho, idea bilkul simple hai: light hamesha woh raasta choose karti hai jisme time sabse kam lage — distance kam nahi, time kam. Jab light kisi dense medium (glass, paani) me jaati hai to uski speed kam ho jaati hai (v=c/n). Isliye light thoda chalaak ban jaati hai: slow medium me kam chalti hai aur fast medium me zyada, taaki total time bach jaaye. Yahi chालakी ki wajah se boundary par ray mud jaati hai (bend hoti hai).
Derivation me hum sirf ek cheez free rakhte hain — woh point jahan ray boundary cross karti hai, usse x bolte hain. Total time T(x) likhte hain dono parts ka (n1ℓ1/c+n2ℓ2/c), aur minimum time ke liye dT/dx=0 set karte hain. Calculus karne ke baad jo terms aate hain woh exactly sinθ1 aur sinθ2 ban jaate hain (right-triangle geometry se). Result: n1sinθ1=n2sinθ2 — yahi Snell's law hai.
Yaad rakhne wali baat: angle hamesha normal se naapo, surface se nahi. Aur ek rule — "Slow medium me jao to normal ki taraf jhuko". Jaise denser glass me ghuste hi ray normal ke paas aa jaati hai. Yeh poora concept fibre optics, lenses, prism, mirage — sab me kaam aata hai, isliye base strong rakho.