Reckoning

Reckoning / Light

Room · wave 5

Light

Light runs straight until it meets something. At every surface part of it bends into the new material and part of it bounces off, and in glass or water each colour bends by a slightly different amount. This room traces rays exactly: Snell’s law is applied at the real curved surface, never a small-angle shortcut, and each surface sends back its share of light by Fresnel’s formulas. So, for rays in the plane of the drawing, what you see is what a lens designer’s software shows.

How the bench works

Every ray starts at a source and is followed from surface to surface. At each one the program finds the exact point where the ray meets the surface and the surface’s normal there. It then applies Snell’s law to get the refracted ray and Fresnel’s equations to split off the reflected one. Past the critical angle nothing is transmitted and all the light is reflected. A ray’s brightness on screen follows the share of light it carries. White light is traced as twelve wavelengths from 405 to 680 nm. Indices come from published dispersion formulas: the glass maker’s data for crown and flint glass, Malitson for fused silica, Daimon and Masumura for water, and Peter for diamond. The code is checked at every build against published indices, closed-form results and an independent paraxial calculation.