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Critical angle, total internal reflection, prisms and optical fibres sim

Drag a ray box round a semicircular glass, Perspex or water block on a protractor, aim it at the centre, read i and r into an empty table and plot sin r against sin i, find the critical angle three times from each side and work out n = 1 ÷ sin c, then turn light through 90° and 180° with prisms, build a periscope, and bend a light guide until light leaks out.

Light · covers the O-Level, IGCSE, GCSE topic

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What the sim shows

Model. Rays in the plane of the paper, traced from boundary to boundary: Snell's law n₁ sin θ₁ = n₂ sin θ₂ at each surface, and total internal reflection when sin θ₂ would be more than 1. Nothing tells a ray where to go except these two rules. The 2 mm beam is 7 parallel rays; the share of light reflected and refracted at each surface comes from the Fresnel equations (beyond the syllabus). Semicircular block 100 mm across on a clear protractor read at 75 mm from the centre; ray box 160 mm from the centre. The refractive indices are data-book values for glass, Perspex and water, shown once you have found your own. Nothing moves on its own: each drag or press is one step.

  • The semicircular block (or the prisms, or the light guide)
  • Ray box with a single slit and a red filter, clear protractor, 12 V supply

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