Optics Flashcards

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1
Q

Light properties

A
  • a form of energy
  • travels at 3x108 m/s
  • universal speed limit; c in E = mc2
  • travels in straight lines
  • has wavelike properties
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2
Q

Equation for light

A
  • v = f x ƛ
  • v = speed = (cm/s) or (m/s)
  • ƛ = wavelength = Greek letter lambda = (cm/cycle) or (m/cycle)
  • f = frequency of waves passing a point = (cycle/second) or (Hz)
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3
Q

Visible light

A
  • visible light is the portion of the electromagnetic spectrum with wavelengths between 400nm and 700nm
  • white light is actually composed of ROYGBIV
  • neighbouring types of electromagnetic radiation with longer wavelengths are infra-red, microwaves and radio waves
  • electromagnetic radiation with shorter wavelengths (and more energy) includes ultraviolet, X-rays and Gamma Rays
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4
Q

Radio stations

A
  • FM radio stations broadcast between 88 and 108 MHz

* the station numbers indicate the frequency

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5
Q

Colours

A
  • each colour has a characteristic wavelength and frequency
  • red = long, slow wave (low energy)
  • violet = short, fast wave (high energy)
  • objects appear coloured due to the wavelengths of light that they reflect
  • in a vacuum, all wavelengths in white light travel together and are indistinguishable
  • when light enters and exits a prism, each wavelength bends a different amount separating the different wavelengths (colours)
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6
Q

Heat

A

• a different form of energy than light

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7
Q

Conduction

A
  • transfer of heat by fast particles hitting slower ones, speeding them up
  • requires a medium
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8
Q

Convection

A
  • as a fluid is heated its particles push further apart and it expands
  • this reduces the fluids density so it rises, conversely, cooler fluids sink by the opposite process
  • requires a medium
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9
Q

Radiation

A
  • causes fluid movement because fluid density changes with thermal expansion
  • transmits electromagnetic energy
  • doesn’t require a medium and can travel through a vacuum
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10
Q

The Ray Model of Light

A
  • represents light by a few straight light rays drawn as arrows
  • light rays travel in straight lines until they pass through a material or bounce off
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11
Q

Transparent

A

Allows light to pass through freely, giving a clear image

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12
Q

Translucent

A

Only allows some light rays to pass through, giving a blurry image

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13
Q

Opaque

A

Doesn’t light light rays pass through

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14
Q

Ray Diagrams

A
  • show the path of a few key light rays
  • θi = angle of incidence
  • θr = angle of reflection
  • a normal is an imaginary line perpendicular to the point of reflection
  • when measuring angles, measure from the normal to the light ray
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15
Q

Laws of reflection

A
  • the angle of incidence equals the angle of reflection

* the incident ray, reflected ray, and normal are all in the same plane

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16
Q

Regular/specular reflection

A
  • occurs when light bounces off a polished surface

* individual light rays obey the law of reflection, and since the normals are parallel, so are the reflected rays

17
Q

Diffuse reflection

A
  • occurs when light bounces off an unpolished surface

* individual light rays obey the law of reflection, but since the normals aren’t parallel, the reflected rays scatter

18
Q

Convex/diverging mirrors

A
  • reflected rays diverge, but their extensions converge on the far side focal point
  • ray 1 = parallel to the principal axis, then extend from the mirror surface through the far focus
  • ray 2 = straight to the far focus, then reflect back from the mirror, parallel to the principal axis, extend reflected ray behind the mirror
  • image is always upright, smaller, and virtual
  • examples = passenger mirror, security mirror
19
Q

Concave/converging mirrors

A
  • reflected rays converge on the same side focal point
  • ray 1 = parallel to the principal axis, then reflect from the mirror surface through the near focus
  • straight through the near focus, then reflect back from the mirror, parallel to the principal axis
  • there are several possibilities on the outcome of the image
  • examples = make-up mirror, flashlight
20
Q

Refraction

A
  • refraction = bending of light as it passes from one medium to another
  • the speed of light is constant in any given medium, but changes when light crosses into a different medium
  • refraction makes partially submerged solid objects look bent or disjointed
  • rainbows are caused by dispersion, the refraction of white light into separate wavelengths
21
Q

Rules for refraction

A
  • the incident ray, the refracted ray, and the normal are all in the same plane
  • the incident ray and the refracted ray are on opposite sides of the line that separates the two media
  • moving from a fast to slow medium, light bends toward the normal (FST)
  • moving from a slow to fast medium, light bends away from the normal (SFA)
22
Q

Index of Refraction

A
  • a number never less than 1.00
  • measures how much light bends when passing from a vacuum to a medium
  • a larger refractive index means the medium decreases the speed of light more
  • light travels fastest in a vacuum and is assigned a value of 1.00
  • since all other media slow light down, they all have a higher index of refraction
23
Q

Equation for Index of Refraction

A
  • n = c/v
  • n = the refractive index (no unit)
  • c = speed of light in a vacuum (3.00 x 108 m/s)
  • v = speed of light in the medium
24
Q

Partial Reflection and Refraction

A
  • refraction of light is often accompanied by reflection
  • example = windows are make to be transparent, but we often see reflections of ourselves in them at the same time
  • incident rays striking below the critical angle will reflect and also refract
25
Q

Total internal reflection

A
  • at angles of incidence exceeding the critical angle, light will completely reflect back into the slower medium, and no refraction occurs
  • jewellery = with a very high index of refraction, diamond has the lowest critical angle that gives diamonds the glittery sparkle
  • fiber optics = sending light through thin transparent fibers is a much faster way to transmit digital information than electrons through copper and doesn’t corrode
26
Q

Snell’s Law

A
  • n1sinθi = n2sinθr
  • n1 = index of refraction of first material
  • θi = angle of incidence
  • n2 = index of refraction of second material
  • θr = angle of refraction
  • calculation for critical angle = θr is 90 degrees
27
Q

Concave/diverging Lenses

A
  • always forms a smaller, upright, virtual image
  • the focal length is positive
  • example = peephole
  • ray 1 = ray extends to the middle of the lens, refracts away from the principal axis, and its extension passes through the closer focal point
  • ray 2 = through the center
28
Q

Convex/converging Lenses

A
  • forms different images depending on the location of the object
  • the focal length is negative
  • example = magnifying glass
  • ray 1 = ray extends to the middle of the lens, refracts towards the principal axis passing through the far focal point
  • ray 2 = through the center