Visual walkthrough — Total internal reflection — critical angle derivation
2.5.5 · D2· Physics › Optics › Total internal reflection — critical angle derivation
Step 0 — Woh chaar cheezein jo hume pehle draw karni hain
Kisi bhi physics se pehle, aao hum characters ki cast par agree kar lein. Yahan abhi koi formula nahi hai — bas labelled pictures hain.
Figure dekho: peeli dotted line normal hai. Neeli ray boundary ke neeche se aati hai aur woh normal ke against jo angle banati hai woh hai. Refracted ray (green) upar jaati hai aur angle banati hai. Angles normal ko hug karte hain, surface ko nahi — yeh ek aadat aadhi sign mistakes khatam kar deti hai.
Step 1 — Ek hi physics jo hum import karte hain: Snell's Law
KYA. Hum Snell's Law se ek equation import karte hain:
Ise term by term padho: boundary ke dono taraf slow-down number aur angle ka sine ka product same hota hai. Woh product ek conserved bookkeeping quantity hai — jo medium 1 ke paas hai, medium 2 ko match karna padega.
KYun yeh tool aur koi nahi? Hume ek rule chahiye jo dono angles ko boundary ke aacross connect kare. Sirf reflection yeh nahi bata sakta ki refraction kab rukti hai; sirf ek law jo aur ko link kare woh kar sakta hai. Snell's law ek aisa unique link hai. Yeh light ke tak slow hone se nikalta hai — jahaan medium ke andar light ki speed hai aur speed of light in vacuum hai (ek fixed universal number, lagbhag , har jagah same) — saath mein wavefronts ka boundary ke aacross continuous rehna; dekho Refraction of Light.
KYun sine aur tan ya cosine nahi? Sine ray ka sideways lean normal se measure karta hai — exactly woh quantity jo tab matched rehni chahiye jab wavefronts boundary ke along glide karti hain. Cosine forward part measure karega (unmatched); tan dono ko mix karta hai. Sine yahan honest bookkeeper hai.
Figure mein do shaded rectangles aur ko equal area ke saath dikhaya gaya hai — woh equality hi Snell's law ko visible roop mein dikhana hai.
Step 2 — Woh direction choose karo jo trapping possible banata hai
KYA. Hum light ko denser medium se rarer medium mein bhejtein hain: . (Denser = bada index = slow light.)
KYun. Snell ko rearrange karo outgoing angle isolate karne ke liye:
Kyunki hai, fraction 1 se bada hai. Yeh ko amplify karta hai. Trapping ka poora seed yehi hai: outgoing angle upar ki taraf push ho raha hai, aur sirf tak hi pahunch sakta hai uske baad jagah khatam ho jaati hai.
Figure mein red arrow: (green ray) (blue ray) se wider draw ki gayi hai. Ray normal se door bend karti hai.
Step 3 — Dial ghuma do aur dekho aage bhaagte huye
KYA. ko se dhire dhire badhao aur ko track karo.
KYun. Step 2 se, hamesha ki ek stretched copy hai. Toh jaise jaise badhta hai, zyaada tezi se badhta hai aur top () par pehle pahunch jaata hai. Yeh " pehle pahunchta hai" wala fact sabse pivotal hai.
Figure mein teen incident rays (blue, badhti hui) aur unke refracted partners (green, zyaada tezi se badhte aur surface ki taraf flat hote hue) dikhaye hain. Notice karo ki green ray almost flat lie kar rahi hai jabki blue ray abhi bhi lean kar rahi hai — race jeet raha hai.
Step 4 — Tipping point: critical angle define karo
KYA. Critical angle woh special value hai ki, jis par refracted ray just surface ko graze karti hai, yaani .
KYun ? Kyunki sabse bada possible refraction angle hai — refracted ray boundary ke saath flat lie karti hai. Ek real ray ke liye escape karne ke liye koi "" nahi hai. Toh woh last frame hai jisse pehle refraction khatam hoti hai.
Is exact incidence par (yellow ray), green refracted ray surface par flat lie karti hai — grazing, gayab hone wali hai. Yeh woh frame hai jisse hum formula banate hain.
Step 5 — Substitute karo aur solve karo (term by term)
KYA. aur Snell's law mein daalo.
Yahan isliye hai kyunki — Step 0 mein waapis dekho — surface ke along flat ray, normal ke saath angle banati hai, aur ka sine iska maximum hai, . Yehi reason hai ki grazing frame itna clean hai: yeh right side ko sirf tak collapse kar deta hai.
Solve karo dono sides ko se divide karke:
Figure ek right triangle hai jiska hypotenuse hai aur vertical side hai: — formula ek shape ke roop mein draw kiya gaya hai.
Step 6 — se aage jao: kyun light trap hoti hai
KYA. set karo aur Snell se pucho ki kya hona chahiye.
Toh Snell demand karta hai ki ho.
KYun yeh impossible hai. Kisi bhi real angle ka sine aur ke beech rehta hai. Koi real angle nahi hai jiska sine se zyaada ho. Toh koi refracted ray exist nahi kar sakti. Kahin escape karne ki jagah nahi hone se, 100% light energy denser medium mein wapas reflect hoti hai — yeh hai Total Internal Reflection.
Left panel: , grazing green ray. Right panel: — green ray gone hai, ek red reflected ray seedha wapas bounce karti hui ayi hai. Yahi Optical Fibres aur Prisms and Total Internal Reflection mein periscope prisms ko power deta hai.
Step 7 — Degenerate aur edge cases (koi gap mat chhodna)
Recall Forecast-then-verify: do glass media
Predict karo for into . Verify: . Dono indices matter karte hain — kabhi assume mat karo ki doosra medium air hai.
Ek picture mein poora summary
Yeh single figure poori story stack karta hai: incident rays (blue) ka ek fan boundary ke neeche; har ek escape karti hai (green) door bend hoti hui — jab tak ek (yellow) par flat graze nahi karti — aur isse steep har ray reflect (red) hoti hai. Formula tipping ray par print hai.
Recall Feynman ki style mein retelling — poora walkthrough plain words mein
Socho tum ek beam of light ho jo glass mein reh rahi ho, upar air mein escape karne ki koshish kar rahi ho. Air mein light zyaada tezi se chalti hai, toh jaise hi tum boundary cross karte ho, tum seedhi upar wali line se door swing karte ho — aur tum jitne zyaada slanted hote ho, utna hi zyaada violently swing karte ho. Ek catch hai: tum tabhi tak swing kar sakte ho jab tak tum surface ke saath flat nahi ho jaate. Snell's law rulebook hai, aur woh kehta hai tumhara outgoing tilt tumhara incoming tilt ka ek stretched copy hai ( se stretch hua, ek number jo 1 se bada hai). Toh tumhara outgoing tilt "flat" pehle hit karta hai tumhare incoming tilt se. Us exact moment ka incoming angle critical angle hai, aur "flat = " rulebook mein daalne par milta hai. Thoda aur lean karo aur rulebook ek aise tilt ki maang karta hai jo flat se aage ho — jo exist nahi karta — toh tum phans jaate ho, aur seedha andar wapas bounce karte ho. Woh bounce total internal reflection hai.
Connections
- Snell's Law — ek hi imported rule (Step 1).
- Refraction of Light — normal se door bending (Steps 2–3).
- Refractive Index — slow-down number (Step 0).
- Optical Fibres — trapping kaam mein layi gayi (Step 6).
- Prisms and Total Internal Reflection — glass mein .
- Mirage and Atmospheric Refraction — usi trapping ka gradual version.
- Brewster's Angle — ek alag named angle (), trapping ke baare mein nahi balki polarization ke baare mein.