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Drawing No. EH–GE–010 // General Engineering

Refraction / Snell's Law Simulator

Reviewed August 2026

Trace how light bends when it crosses an optical boundary. Explore refractive index, critical angle, total internal reflection, parallel slabs, apparent depth, prism deviation and visible-light dispersion.

Scope: Geometric optics for transparent, isotropic, non-magnetic media. Interfaces are ideal and smooth; absorption, scattering, diffraction and wavefront curvature are outside the model unless explicitly noted.

What this simulator teaches

Refraction follows one compact rule, but the geometry produces many familiar effects. The same Snell-law relationship explains why rays bend toward or away from the normal, why total internal reflection occurs, why objects under water look shallower, and why a prism separates colors.

snell's lawcritical angletotal internal reflectionfresnel reflectionglass slabapparent depthprism deviationdispersion
Select refraction model6 visual learning modes

Single-interface controls

Single optical interface
Snell's law determines the transmitted angle

Single interface — bending is measured from the normal

The dashed line is the surface normal. Change either refractive index or the incidence angle and watch the transmitted ray rotate according to Snell's law.
n₁ sinθ₁ = n₂ sinθ₂
Incident / transmitted rayReflected / reference raySurface normalGeometry / result marker

Four ideas behind refraction

01 / Snell's lawThe angles are measured from the normal, not from the surface. For two transparent media, n₁sinθ₁ = n₂sinθ₂.
02 / Optical speedThe phase speed in a medium is v = c/n. Frequency stays fixed across a stationary boundary, so wavelength changes in proportion to speed.
03 / Critical angleWhen light travels from higher n to lower n, the refracted angle reaches 90° at θc = asin(n₂/n₁). Above it there is no propagating transmitted ray.
04 / DispersionReal materials have wavelength-dependent refractive index. In normal dispersion, shorter visible wavelengths usually have larger n and therefore bend more strongly in a prism.

Model assumptions & limits

The geometric ray paths assume homogeneous media and flat interfaces except for the prism faces. Refractive indices are treated as real numbers; absorption is not solved.

Background & FAQ