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OCR GCSE Physics B · J259
OCR J259 · Light and sound interactions Check the specification (PDF) (opens in a new tab)
A ray diagram is a two-dimensional model of light. Each straight line represents the direction in which light travels through a uniform medium, and an arrowhead shows which way it is travelling. Where a ray meets a surface or crosses into another material, its direction may change.
Accurate diagrams need a ruler, fine lines and clearly positioned arrowheads. At a boundary, draw a normal through the point where the ray arrives. The normal is a construction line at to the surface; angles are measured between rays and this normal.
A smooth mirror produces specular reflection. An incoming incident ray and the reflected ray obey the law of reflection:
Both angles are measured from the normal. To construct the reflected ray, mark where the incident ray meets the mirror, draw the normal there and draw the outgoing ray on the other side of the normal at the same angle. Conversely, if part of a diagram is missing, this equality lets you reconstruct it.
Parallel rays arriving at a plane mirror remain parallel after reflection, provided they strike the same flat surface. This is why a smooth surface gives a predictable reflected beam rather than scattering light in many directions.
Refraction occurs when a wave crosses into a different medium and its speed changes. For light passing obliquely from air into glass, water or Perspex, the ray slows and bends towards the normal. On passing back into air, it speeds up and bends away from the normal. A ray arriving along the normal changes speed but continues in the same direction, so no bending is shown.
The direction changes because one side of an oblique wavefront reaches the new medium first and changes speed first. The whole wavefront turns, so the ray—which is perpendicular to the wavefront—also turns.
Correct qualitative constructions for reflection at a plane mirror, refraction through a parallel-sided block and dispersion by a prism. At a glass-to-air boundary, rays bend away from the normal.
When constructing a diagram through a parallel-sided transparent block, draw a normal at each face. The ray bends towards the normal as it enters the slower medium and away from the normal as it leaves. Because the two faces are parallel, the emerging ray is parallel to the original incident ray, although it is displaced sideways.
Wave speed, frequency and wavelength are related by
where is wave speed in metres per second, is frequency in hertz and is wavelength in metres.
The source fixes the frequency. A boundary does not change the rate at which successive wavefronts arrive, so the frequency stays constant when a wave is transmitted into another medium. A change in speed must therefore cause a proportional change in wavelength:
This inter-relationship applies to sound transmitted between media as well as to light. For example, if sound enters a medium in which it travels faster, its frequency remains the same but its wavelength becomes longer. If the wave crosses the boundary at an angle, the speed change may also change its direction.
White light is a mixture of visible wavelengths, from violet at the shortest visible wavelength to red at the longest. In a glass prism, different wavelengths travel at different speeds and therefore refract by different amounts. Refraction at the two faces separates the colours, producing a spectrum. This separation is called dispersion.
To construct a qualitative prism diagram, draw a narrow white incident ray, show it refracting at both sloping faces, and draw the emerging colours spreading into separate rays. At the glass-to-air face, every colour must bend away from that face's normal. Violet is deviated more overall than red. The prism does not manufacture the colours: it separates wavelengths already present in white light.
A lens refracts light at its curved surfaces. Begin any lens diagram by drawing the principal axis through the optical centre, then mark the principal focus at the same distance on each side. That distance is the focal length.
In the thin-lens ray model, a ray through the optical centre continues undeviated. Both convex and concave lens diagrams use the principal axis, optical centre, foci and straight rays; their main difference is whether they bring parallel rays together or spread them apart.
Separate ray constructions show that a convex lens makes parallel rays converge, whereas a concave lens makes actual rays diverge and only their backward extensions meet.
A convex lens is thicker in the middle and is also called a converging lens. Three useful construction rays are:
Two rays are normally enough to locate an image. If the refracted rays actually meet, the image is real and can be projected onto a screen. An object more than from the lens produces a real, inverted image. An object between and produces a real, inverted and magnified image.
If the object is inside the focal length, the refracted rays spread out. Extend them backwards with dashed lines to find where they appear to meet. The resulting image is virtual, upright and magnified, as in a magnifying glass.
A concave lens is thinner in the middle and is also called a diverging lens. A ray parallel to the principal axis emerges spreading away as though it had come from the focus on the incident side. Show this by extending the refracted ray backwards with a dashed line through that focus. A ray through the optical centre is drawn undeviated.
The actual rays leaving a concave lens do not meet. Their backward extensions locate a virtual image on the same side of the lens as the object; for a real object this image is upright and diminished. The focus of a concave lens is therefore a point from which rays appear to diverge, whereas the far focus of a convex lens is a point at which parallel rays actually converge.
Measure angles from the normal, not from the reflecting surface or boundary.
Put arrowheads on every ray and use a ruler for straight ray lines.
At a plane mirror, draw the normal at the exact point where the incident ray meets the mirror, then make the angle of reflection equal to the angle of incidence.
In refraction questions, state what happens to speed and wavelength as well as describing any change in direction. The frequency does not change at the boundary.
For a virtual image, draw the actual rays as solid lines and their backward extensions as dashed lines. Rays only appear to meet at the virtual image.
Do not say that a prism creates colours. White light already contains a mixture of colours; the prism separates them by dispersion.
Distinguish the lens shapes and actions: a convex lens converges parallel rays, whereas a concave lens diverges them.
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Ray
A line showing the direction in which light travels, drawn with an arrowhead.
Normal
An imaginary line drawn at right angles to a surface at the point where a ray meets it.
Specular reflection
Reflection from a smooth surface in which an incident beam is reflected in a predictable direction.
Angle of incidence
The angle between an incoming ray and the normal at a surface.
Angle of reflection
The angle between a reflected ray and the normal at a surface.
Refraction
A change in a wave's direction caused by a change in speed as it crosses a boundary between media.
Dispersion
The separation of white light into colours because different wavelengths travel at different speeds and refract by different amounts in a material.
Convex lens
A lens that is thicker in the middle and makes parallel rays converge towards a principal focus.
Concave lens
A lens that is thinner in the middle and makes parallel rays diverge as though they came from a principal focus.
Principal axis
The straight reference line through the optical centre of a lens and its principal foci.
Principal focus
The point at which rays initially parallel to the principal axis meet, or appear to spread from, after passing through a lens.
Focal length
The distance from the optical centre of a lens to its principal focus.
Real image
An image formed where light rays actually meet; it can be projected onto a screen.
Virtual image
An image formed where light rays only appear to come from; it cannot be projected onto a screen.
Put your knowledge into practice — try past paper questions for Physics B
Ray
A line showing the direction in which light travels, drawn with an arrowhead.
Normal
An imaginary line drawn at right angles to a surface at the point where a ray meets it.
Specular reflection
Reflection from a smooth surface in which an incident beam is reflected in a predictable direction.
Angle of incidence
The angle between an incoming ray and the normal at a surface.
Angle of reflection
The angle between a reflected ray and the normal at a surface.
Refraction
A change in a wave's direction caused by a change in speed as it crosses a boundary between media.
Dispersion
The separation of white light into colours because different wavelengths travel at different speeds and refract by different amounts in a material.
Convex lens
A lens that is thicker in the middle and makes parallel rays converge towards a principal focus.
Concave lens
A lens that is thinner in the middle and makes parallel rays diverge as though they came from a principal focus.
Principal axis
The straight reference line through the optical centre of a lens and its principal foci.
Principal focus
The point at which rays initially parallel to the principal axis meet, or appear to spread from, after passing through a lens.
Focal length
The distance from the optical centre of a lens to its principal focus.
Real image
An image formed where light rays actually meet; it can be projected onto a screen.
Virtual image
An image formed where light rays only appear to come from; it cannot be projected onto a screen.
At a boundary, frequency remains constant. Therefore speed and wavelength change together: larger means larger , and smaller means smaller .
White light contains a mixture of visible wavelengths. Different wavelengths travel at different speeds in the prism, so they refract by different amounts and emerge as a spectrum. At the glass-to-air face, each colour bends away from the normal; violet is deviated more overall than red.
Convex: converging; a parallel ray passes through the far focus. Rays that really meet form a real image. For an object inside , use backward extensions to locate an upright, magnified virtual image.
Concave: diverging; a parallel ray emerges as though it came from the near focus. Only its dashed backward extension passes through that focus. Backward extensions locate an upright, diminished virtual image.
For either lens, mark the principal axis, optical centre and both foci before drawing rays. A ray through the optical centre is shown undeviated.