Multiplayer Refraction, Incident Angle

In summary, the conversation discusses the path of a beam of light through layers of different indices of refraction. It also explores the angles of incidence and emergence for the beam as well as the incident angle needed for total internal reflection. The equations of Snell's law are used to calculate the angles and the final solution is provided.
  • #1
rlc
128
1

Homework Statement


The figure below shows the path of a beam of light through several layers (n1 = 1.58, n2 = 1.42, n3 = 1.20 and n4 = 1.00) of different indices of refraction.
https://loncapa2.physics.sc.edu/res/brookscole/serway/College_Physics_7ed/Chap22/graphics/serw2244.gif

a) If θ1 = 30.3 deg, what is the angle, θ2, of the emerging beam? (5.29×10^1 deg)

b) What must the incident angle, θ1, be in order to have total internal reflection at the surface between the n3 = 1.20 medium and the n4 = 1.00 medium?

Homework Equations


For part a)
n1sin(theta1)=n2sin(alpha)
n2sin(alpha)=n3sin(beta)
n3sin(beta)=n4sin(theta2)

For part b) I'm not too sure.

The Attempt at a Solution


For part a)
n1sin(theta1)=n2sin(alpha)
(1.58)sin(30.3)=(1.42)sin(alpha)
alpha=34.15099

n2sin(alpha)=n3sin(beta)
(1.42)sin(34.15099)=(1.20)sin(beta)
beta=41.628239

n3sin(beta)=n4sin(theta2)
(1.20)sin(41.628)=(1)sin(theta2)
theta2=52.90 deg ---> this is the correct answer
(the formulas can also be simplified to... theta2=arcsin(n1sin(theta1)/n4)

For part b)
This is the part I"m having difficulties with.
(1.20)sin(theta)=(1.00)sin(90)
sin(theta)=(1.00)/(1.20)
theta=56.44269 deg
I know that this isn't the answer. Am I right in connecting the total internal reflection with sin(90)? Is the critical angle equivalent to the incident angle...are they the same thing?
 
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  • #2
upload_2015-3-18_10-54-17.png
 
  • #3
That angle that you found is the angle of incidence in the n3 medium. I think the question asks you for θ1, which is the incidence angle in the n1 medium. If you use Snells law to find θ1, that might be what you're looking for.
 
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  • #4
(n3)sin(beta)=(n4)sin(90)
(1.20)sin(beta)=(1.00)sin90
beta=56.44

(n2)sin(alpha)=(n3)sin(beta)
(1.42)sin(alpha)=(1.20)sin(56.44)
alpha=44.7669

(n1)sin(theta1)=(n2)sin(alpha)
(1.58)sin(theta1)=(1.42)sin(44.7669)
theta1=39.26 deg
 

FAQ: Multiplayer Refraction, Incident Angle

1. What is multiplayer refraction?

Multiplayer refraction is a phenomenon where light is bent or changes direction as it passes through a medium with varying refractive indices. This can happen when light passes through different layers of mediums, such as air and water, causing the light to bend in different directions.

2. How does multiplayer refraction affect incident angle?

Multiplayer refraction can affect the incident angle of light by changing the direction of the light as it passes through different mediums. This means that the angle at which the light hits the surface will change, resulting in different angles of refraction.

3. What factors affect multiplayer refraction?

The refractive index of the mediums involved, the angle of incidence, and the wavelength of light are all factors that affect multiplayer refraction. The refractive index is a measure of how much light bends when passing through a medium, and different mediums have different refractive indices. The angle of incidence is the angle at which the light hits the surface, and the wavelength of light also plays a role in how much the light bends.

4. How is multiplayer refraction used in real-world applications?

Multiplayer refraction is used in various real-world applications, such as in lenses for glasses and cameras, as well as in the design of optical instruments like microscopes and telescopes. It is also used in the field of optics to study the behavior of light and its interactions with different mediums.

5. Can multiplayer refraction be controlled or manipulated?

Yes, multiplayer refraction can be controlled and manipulated through the use of different mediums with specific refractive indices, as well as by changing the angle of incidence and the wavelength of light. This allows for the design and implementation of various optical devices and technologies.

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