Introduction
Light is one of the most fascinating phenomena in physics, and its understanding has evolved significantly over the centuries. In this article, we'll explore how the theories surrounding light have developed, starting from early observations to Maxwell's electromagnetic theory and culminating in the modern quantum mechanical view of light as discrete packets called photons. For a deeper dive into the quantum perspective, check out Understanding Quantum Mechanics: An Introduction to Quantum Theory.
The Historical Background of Light Theory
For centuries, people have theorized about light, observing how it travels in straight lines and interacts with different materials, but they struggled to determine its speed. It wasn't until the seventeenth century that a major breakthrough occurred.
Early Discoveries and Challenges
- Galileo's Experiment
Galileo attempted to measure the speed of light using lanterns on two separate hilltops, but his efforts only revealed the limitations of human reaction time rather than the speed of light. - Roemer's Observations
In 1676, Danish astronomer Ole Rømer conducted an experiment using Jupiter's moon Io to deduce that light had a finite speed, estimating it at about 2/3 of the modern value of approximately (3 \times 10^{8}) meters per second. This was revolutionary as it shifted the perception from instantaneous travel to a measurable finite speed.
The Wave Theory of Light: Maxwell’s Contribution
In the nineteenth century, James Clerk Maxwell developed a theoretical framework that united electricity and magnetism, leading to the concept of electromagnetic waves. For those interested in how Maxwell's work fits into the broader context of physics, see Understanding Electromagnetism, Optics, and Quantum Mechanics in Physics.
Key Laws in Light Theory
- Maxwell's Equations: These equations describe how electric fields and magnetic fields interact to produce electromagnetic waves.
- Electromagnetic Radiation: Maxwell demonstrated that light is an electromagnetic wave propagating through space, traveling at the speed of light.
Despite its success, Maxwell's theory was insufficient to explain phenomena at small scales.
Geometrical Optics: A Simplified Approach
The Limitations of Wavelength
When the wavelength of light is much less than the dimensions of the objects being observed, a simplified approach called geometrical optics can be employed.
- Light Rays
- Light travels in straight lines.
- The behavior of light can be analyzed using the principles of reflection and refraction, encapsulated in Snell’s Law.
- Imaging with Lenses and Mirrors
- The image formed by a lens or mirror can be calculated through various geometric constructions, resulting in relationships that govern distances from objects to images.
Wave-Particle Duality and Quantum Mechanics
As scientists investigated the behavior of light, they discovered that at very low intensities, light behaves not just as a wave, but also as a particle. This concept is encapsulated in the theory of quantum mechanics. For a more comprehensive exploration of quantum mechanics, refer to Understanding Quantum Mechanics: A Comprehensive Guide.
The Birth of Quantum Ideas
- Photons
- Light can be viewed as being composed of discrete packets called photons.
- In classical terms, light intensity is associated with wave amplitude, but in quantum mechanics, intensity corresponds to the number of photons.
Summary
The evolution of light theory highlights how perspectives shifted from geometric interpretations to understanding light's dual nature as both a wave and a particle. From Maxwell's formulation of electromagnetic waves to understanding light as photons in quantum mechanics, light's nature remains one of the most intriguing subjects in physics.
The ongoing study of light will undoubtedly continue to reveal further insights into the fundamental nature of the universe, as explored in Understanding the Theory of Everything: A Deep Dive into Quantum Mechanics and the Schrödinger Equation.
Prof: All right,
welcome back. We're going to do a brand new
topic. Well actually,
a brand old topic,
because it's about light,
but I'm going to go backwards in time,
because just before the break, we had this finish with a
flourish,
Maxwell's theory of light.
We took Ampere's law and Lenz's
law and Faraday's law and all kinds of stuff,
put them together and out came
the news: the view that
electromagnetic waves can exist on their own,
travel away from charges and currents.
And they travel at a speed
which happened to coincide with the speed of light,
and people conjectured, quite correctly,
that light was an
electromagnetic phenomenon.
And it was an oscillatory
phenomenon, but what's oscillating is not a
piece of wire or some water on a
lake,
but what's oscillating is the electric field.
It's oscillating in strength.
The field is not jumping up and
down. The field is a condition at a
certain point, you sit at a certain point,
sometimes the field points up,
sometimes the field points
down, it's strong, it's weak, and you can measure
it by putting a test charge. It's that condition in space
that travels from source to some
other place.
Now that point of view came
near the second half of the nineteenth century,
and it came after many,
many years of studying light.
And what I'm going to do is to
tell you two different ways in which you can go away from the
theory of light,
of electromagnetic waves.
One is, when the wavelength of
light is much smaller than your scale of observation,
namely, you're looking at a
situation where you're thinking
in terms of centimeters and meters and so on,
and the wavelength of light is 10^(-8) centimeters,
then light behaves in a much
simpler way.
You can forget about the waves,
then you get this theory of light in which you have what's
called geometrical optics.
Geometrical optics is just
light going in a straight line from start to finish,
from source to your eye. So if you take Maxwell theory
and apply it to a situation
where the wavelength is very
small, then you get this approximation
that I'm going to discuss for a while today.
But when you say very small,
you always have to ask, "Small compared to
what?" Do you understand that?
When someone says wavelength is
small, as it is, it has no meaning.
I can pick units in which the
wavelength is million or 1
millionth.
That has no meaning.
Small and large can be changed
by change of units.
What we really mean is the
following: suppose I have a screen and there's a hole in the
screen. And behind the screen,
there is a source of light.
Then I put another screen here
and the light goes through that and forms an image which you can
obtain just by drawing straight lines from start to finish.
So you illuminate a region
which is the same shape as what you had here.
That's what makes people think
of using ray optics.
Ray optics, the light rays come
out, they're blocked by the screen
except near the hole, except inside the hole,
and the light escapes through
that hole and fans out and forms
an image of the same shape. If you made a blip here in the
hole, you'll get a blip in the image, because it will simply
follow the shape.
Now I can tell you what I mean
by, the wavelength is small or large.
It's going to be small or large
compared to the size of this
opening.
If λ,
the wavelength, is much less than d,
which is the size of that
opening here,
then you have this simpler geometric optics.
That's the approximation.
It's like saying,
if you have understood Einstein's relativistic
kinematics, if you go to small
velocities--again,
one must say,
"Small compared to what?"
The answer is small compared to
the speed of light--
you get another kind of
mechanics called Newtonian mechanics,
which is simpler and was discovered first.
Likewise, geometrical optics is
simpler than the real thing and it was discovered earlier.
You will note that this picture
is incomplete if λ
becomes comparable to the size
of that hole. Then you will find out that if
you put a very tiny hole in a screen,
and it would be very tiny
compared to wavelength,
the waves have then spread out and formed something much bigger
than the geometric shadow. Then you will have to realize
that drawing straight lines
won't do it.
In other words,
if I show you a side view, you would think,
if you had a source,
you'll form an image of that
dimension on the screen, but actually it will spread out
much more. And the smaller the hole,
the more the light will fan
out.
You're not going to get that
from geometrical optics. But in order to realize that,
you will have to deal with
apertures small comparable to
the wavelength of light and the wavelength of visible light is
5,000 angstrom, which is very small.
So it wasn't known for a while.
Now you might say,
okay, if you want, you can go back in time,
but you should probably start
with this and build your way to
electromagnetic theory a la Maxwell.
Well, it turns out Maxwell
isn't right either,
and to see where Maxwell's
theory fails, you will have to take light of
very low intensity. Remember, intensity is the
square of the electric field,
or the magnetic field.
They're all proportional.
If light becomes really dim,
you might think the electric
field is going to be smaller and
smaller, because E^(2) or
B^(2) is a measure of intensity,
but something else happens when
light becomes really week.
You realize that the light
energy is not coming to you continuously like a wave would,
but in discrete packets.
These are called photons.
But you won't be aware of
photons if the light is very intense, because there are so
many of them coming at you.
It's like saying,
if you look at water waves, you see this nice surface and
you're looking at the description of that surface
undulating.
You have a wave equation for
that. But if you really look deep
down, it's made of water molecules, but you don't see
them and you don't need that for
describing ocean waves.
But on some deeper level,
water is not a continuous body. It's discrete,
made of molecules.
Likewise, light is not
continuous. It's made up of little
particles called photons. And that we will talk about
later.
So you understand the picture
now? You're going back in time to
the ancient theory of light, then we did Maxwell's.
I won't stop there,
because I have already done it, and we'll go onto the new
theory of light, which involves photons,
and that's part of what's
called quantum mechanics,
so we'll certainly talk about that.
So what did people know about
light?
Well, they had an intuitive
feeling that something bright or shiny emits some light and you
can see it. It seemed to travel in a
straight line,
and for the longest time,
people did not know how fast it traveled.
It looked like it traveled
instantaneously,
because you couldn't measure
the delay of light in daily life.
You can measure the delay of
sound, but not the delay of
light.
They knew it travels in a
straight line, unlike some,
because if I close my face,
you can hear me,
but you cannot see me. So sound waves can get around
an obstacle, but not light waves.
That one, everybody knew.
But they did not know how fast
it travels. Sound, they knew,
travels at a finite speed,
because you go to the mountain
and start yelling at the mountain, it yells back.
You can even time it and find
the velocity of sound.
So Galileo tried to find the
velocity of light by asking one of his buddies to go stand on
top of one mountain, and he's going to stand on top
of the other mountain with a
lantern which is blocked.
Then he's going to open the
lantern and the minute his friend saw this light,
he was supposed to signal back
with another light signal,
come back to Galileo. Meanwhile, he was timing it
with his pulse. Then he was going to--well,
that's the only clock you had
in those days.
I think the two mountains were
like 20 miles apart or something, so it's not
impossible that with the pulse,
you can probably find the
velocity. So you've got some answer,
but I think he realized very quickly that that answer just
measured the reaction time of
him and his friend.
Do you know how you will
realize that, that it's the reaction time and
not the propagation time?
How will you find out?
You all had a good laugh at
Mr. G. but what will you do?
How will you know that it's
really--yes? Student: Vary the
distance between them. Prof: You vary the
distance.
If he and his friend,
instead of being on two different mountains,
are in the same room, and they do the experiment and
they get the same delay,
then they know that it's
nothing to do with the travel time.
It's just how long it takes
them to react.
So the real serious measurement
of light, you can't ask yourself,
"How am I going to measure it if it's traveling that
fast?"
First of all,
you don't even know if it takes any finite time.
It's possible to imagine that
if you turn something on,
you can see it right away.
It looks very natural.
So the fact that it could take
a finite time was a hypothesis,
but to measure it,
if it's going very fast, you need a long distance.
Even the distance equal to the
circumference of the earth is
not enough,
because it takes one seventh of a second for a light signal to
go around the earth, if it could be made to go in a
circle.
So that's too fast.
So the idea of finding the
velocity of light, the first correct way,
came from Roemer,
I think in 1676.
He did the following very
clever experiment: here's the sun,
let's say, and here is the
earth and here is Jupiter.
It's got one of these moons
called Io. And the moon goes round and
round Jupiter,
and we know from Newtonian
physics that it will go in an orbit with a certain time
period. If the earth was stationary,
this would go round and round
with some period.
I've forgot what it is,
an hour and something, to go once around Jupiter.
So what you do is you record
the pulse. Let's say you wait until it's
hidden behind Jupiter, or it comes right in front of
Jupiter.
Pick any one key event in its
orbit, then wait for the next pulse, and wait for the next
pulse, and wait for the next pulse.
You understand what I mean by
pulse? You can see it all the time,
but wait till it comes to a particular location in its
orbit, then repeat,
then time them.
So that should be one hour and
something. Let's say one hour exactly.
But you notice that as the
earth begins its journey around the sun, it takes longer and
longer and longer, the pulses get spaced apart a
little more.
And he found out that if you go
to this situation when the earth is here,
Jupiter hasn't moved very much in this time,
it takes about 22 minutes more.
Namely, this pulse,
with respect to the anticipated time, is 22 minutes delayed.
Do you understand?
The delay is continuous,
but take the case now and take the case six months later,
and the pulse should have come right there if it was not
moving,
but it comes 22 minutes later.
And he attributed that to the
fact that it takes light time to travel,
and it takes an extra time of
traveling the whole diameter of
the orbit around the sun. And that's the 22 minutes.
And how do you know you are
right?
Well, you know you are right,
because as you start going back now, the remaining six months,
the pulses get closer and closer.
So this delay is clearly due to
the motion. Yes?
Student: How could they
still see it
>?
Prof: Well,
it's not all in the same plane. So you can try to see it,
even if it's not the...
If you can see Jupiter at
night, which you do, then you'll be able to see the
satellite also. All right, so he calculated
based on that timing and this
distance,
which was known to some accuracy at that time,
a velocity of light, that was roughly 2/3 the
correct answer.
The correct answer is what,
3�10^(8) meters per second. He got 2�10^(8) or roughly
that much. That was quite an achievement.
I mean, it's off by some 50
percent, but till then, people had no clue.
Also he used the best data he
had,
but the travel time was not
really-- the delay was not really 22
minutes, but maybe 13 or 14 minutes and
he didn't have the exact size of
the orbit of the earth around
the sun. But it was quite an
achievement, take a number that could have been infinity and to
nail it to within 50 percent
accuracy.
Then after that,
people started doing laboratory experiments to measure the
velocity of light.
I don't want to go into that.
Everybody has something to say
about velocity of light. That's not the main thesis.
The main thesis is to tell you
that what people had figured out by the seventeenth century is
that it travels, and it travels at a certain
speed.
Now you guys have learned
geometrical optics in high school, right?
Everybody?
Who has not seen geometrical
optics, lenses and mirrors? You've not seen?
Okay, that's all right.
But I will tell you,
I'll remind you what the other guys have seen.
I'm going to show you another
way to think about it.
First thing they teach you is
if light hits a mirror, it bounces off in such a way
that the angle of incidence is the angle of reflection.
Second thing they will teach
you is that if light travels from one medium to another
medium, say this is air and say this is
glass,
then the first thing to note is
that the velocity of light, c, is the velocity in
vacuum. When light travels through a
medium, that's not the velocity.
The velocity is altered by a
factor called n, which is bigger than 1 or equal
to 1, and n is called the refractive index of that medium.
I think glass is like 1.33.
Every medium has a refractive
index and the effective velocity of light is slowed by this
factor, n.
So let us say,
this medium, let's not call it air,
n_1, this is refractive index
n_2.
If a beam of light comes like
this and hits this interface, it won't go straight.
It will generally deviate from
its original direction,
and if you call this the theta
incident, and you call this the theta
refracted, then there is a law,
called Snell's law,
which says n_1
sinθ _1 is
n_2 times sinθ_2.
And theta is measured--in fact,
let me call it θ_1 and
θ_2. This is called Snell's law.
Look, the way to think of the
law is, if n_2 is
bigger, then sinθ will be smaller,
so this angle would be smaller.
So when light goes from a rare
medium to a dense medium, it will go even closer to the
perpendicular, or to the normal.
And if you run the ray
backwards, from the dense medium to the rare medium at some
angle, it will go away from the normal even more.
That was done and that was
measured and all that stuff. Then you can look at more
things. You look at mirrors,
parabolic mirrors,
where you know if a light ray
comes like that, parallel to the axis,
it goes through what's called a focal point.
Every parallel ray goes through
the focal point, so you can use it to focus the
light ray. That's what you see.
Whenever you have these
antennas, your own satellite dish, here's the dish in which
the rays come and they're all focused onto one point.
That's where you put your probe
that picks up the signal from the satellite.
It's a way to focus all the
light into one place,
so it's a property of these
concave mirrors that they will focus all the light at the focal
point. Then you learn other stuff.
If you don't have the object at
infinity sending parallel rays, if you have an object here,
what happens? Well, you have to do other
constructions.
If you have an object here,
for example, you want to know what image
will be formed. You draw a parallel line and
that goes through the focal
point.
You draw a line through the
focal point. That comes out parallel,
and where they meet is your
image.
And this is called
h_1, this is called
h_2.
That distance is called
u, that's called v, and you have this
result, 1/u 1/v is 1/f.
By the way, there is no
universal agreement on what to call these distances.
Some people call it i
and o for image and
object.
When I was growing up,
they called it u and v.
I don't care what you want to
call it, but this is the law. Then you've got lenses.
This is a piece of glass and it
has the property that when you
shine parallel light from one
side, it all focuses on the other side.
That's called the focal length.
And if you have an object here,
it will go and form an image on the other side,
which will be upside down and that also obeys the same
equation,
except u is the distance
of the object and v is the distance of the image and
f is the focal length. So there's a whole bunch of
things you learn.
That's all I want you to know.
Then there are some tricky
issues you must have seen yourself,
that if you got a lens that's
not concave but convex,
like this, and if you shine light on that guy,
what will happen? This parallel ray of light,
you can sort of imagine,
will go off like that.
In fact, the way it will go off
is as if it came from some point called the focal point.
In other words,
these rays of light in this mirror, instead of really
focusing at some point, seem to come from the focal
point.
And if you draw a ray of light
here, since that is a vertical part of the mirror,
you use i = r. That will go off at i =r.
That ray of light when seen by
person here will seem to come from there, and if you join
them, you get an image here. That's the virtual image,
in the sense that this is a
concave mirror--convex mirror
like the one you have in your car.
And if forms a reduced image of
the object.
Okay, so this is the scene from
Jurassic Park. That's the dinosaur,
and there's the Jurassic-- I mean, the image of that,
and it says,
"Objects may be bigger
than what they appear in the mirror."
That's what it's all about,
because one of these mirrors
will make an image,
but it's called a virtual image.
In other words,
if you put a screen there,
you won't see anything.
It's on the other side of the
mirror. Here, if you put a screen,
if you put a candle here and
put a screen here,
you will see a bright image of the candle.
So this is a real image,
and that's a virtual image.
The way you do these
calculations, you use the same formula,
except f will be a negative number.
Instead of really focusing,
it anti-focuses, so the focal point,
if you want, is on the wrong side of the
mirror.
You'll get all the right
answers if you use a negative f.
So your textbook will have many
examples of how to solve these
problems, very simple algebra.
But what I want to do,
since many of you have seen this,
and to make it interesting for
you,
is to show you there is a single unifying principle,
just one principle, from which I can derive all
these laws.
All the things I mentioned,
this is why I didn't stop and go into detail,
every single one of them comes from one single principle.
Anybody know what that
principle might be? Have you heard of anything?
Yes?
Student: I don't know
how to pronounce the name. It starts with an "H."
Prof: You mean Huygens'
principle?
Student: Yes.
Prof: No,
that's a different guy. This is the famous Fermat,
who had this theorem with prime
numbers.
His principle says light will
go from start to finish in a path that takes the least amount
of time.
That's the path it will take.
That's the Principle of Least
Time.
Now we find a lot of pleasure
when we can derive many, many things from a single
principle and you will see then, all the stuff I wrote,
I can deduce from this one
principle and that's what I want
to do today. So you don't have to carry all
that baggage. You can derive everything.
So let's see how it goes.
So first let's say I am here
and you are here, you send me a signal.
What's the path it will take?
Where is the path of least time?
And everybody knows that's a
straight line.
No point going any other way.
So that tells you first,
light travels in straight lines when there's no other obstacle.
The next possibility is,
I want the light--let me do this right because I'm going to
really draw some pictures. I want the light to hit the
mirror and then come to me,
so it's like a race.
You are here.
You've got to touch the wall
and go to the finish line.
Whoever gets there first wins.
That's the path light will take.
Now there are different
attitudes you can have.
First is, you can start
wandering like this. You know that person's a loser,
because that's not the way to optimize your time.
So we don't even listen to that
person. There are other reasonable
people who may have a different view.
One person may say,
"Look, he told me to touch the wall, so I'm going to get
that out of my way first. Then I'm going to go
there."
Fine, that's a possibility.
Another person can say,
"Well, let me touch the wall right in front of this
person, then run over to meet
the person.
That's another
possibility." So there are different options
open to you.
And we've got to find from all
these possible paths the one of least time.
That's the goal.
Now I already said,
when you look at paths, the path to the mirror has got
to be a straight line. You gain nothing by wiggling
around.
And the path back from the
mirror to the receiving point should also be a straight line,
because the winner lies somewhere there.
Anybody who doesn't follow a
straight line in free space is not going to win.
So the only freedom you have,
the only thing you want to ask,
is the following:
"Where should I hit that mirror?"
right?
So let's call that point where
you hit as x. Let's say the distance between
these two points is L. This is at some height
h_1,
this is at some height
h_2. So what I will do,
is I will simply calculate the time, then find the x for
which the time is minimum.
So what's the time taken for
the first segment? So let's find the total time.
It will be the distance,
d_1,
divided by the velocity of
light distance d_2 divided by
the velocity of light. d_1,
you can see,
is h_1^(2)
x^(2), divided by c
h_2^(2) L - x squared divided by
c,
just from Pythagoras' theorem,
right? It's d_1/c
d_2/c. So let's multiply everything by
c.
That doesn't matter.
Whether you minimize cT
or T, it doesn't make any difference.
So let's take d/dx of
this whole expression and equate it to 0.
That's how we find the minimum
of anything.
So let me take d/dx of
the first term. That is x divided by square
root of h_1^(2) x^(2).
You understand?
Something to the power ½
is ½ times something to the power -½
times derivative of what's
inside,
that's the 2x. That's what cancels the
½ and you get this. This is the d/dx of the
first term.
The d/dx of the second
term will look pretty much the same.
It will look like L - x
divided by
h_2^(2) (L
− x)^(2), but when you take the
derivative of (L − x)^(2),
you get a 2 times L - x
and another - sign from
differentiating that guy, so you will get that.
And that's what should = 0.
Therefore the point x has to
satisfy this condition, but what is x over
d_1? This is just x over
d_1 = L - x
over d_2.
So here is x and here is
L - x. So x over
d_1 is cosine
of this angle and that is cosine
of that angle, right?
I don't know what you want to
call it?
Let's say it's cosine α
= cosine β. That means α = β.
Or if you like,
90 - α
is 90 - β
and 90 - α is what one normally calls the
angle of incidence and this is called the angle of reflection.
So you get
θ_i = θ_r.
Now it's something everybody
should be following,
because if you don't follow,
you should stop me. But it's very interesting that
i = r is the way for light to go from here to there
after touching the mirror in the
least amount of time.
So this is the first victory
for the Principle of Least Time. It reproduces this result.
Now I'm going to reproduce a
second result. That's when light changes the
medium. So here it is.
Now the challenge is different.
So here is h_1
in a medium with a refractive index n_1, and
you want to go there in a
medium,
refractive index n_2,
and the distance between these points is L.
So imagine you are the light
ray and this is the beach and this is the ocean.
You are the lifeguard and here
is the person asking for help.
Now how do you get there in the
least amount of time? One point of view is to say,
"Look, let's go in a straight line,
because we have learned that's
always good."
But it may not be always good,
because maybe you want to spend less time in the water,
because you are slower in the
water.
One point of view is to say,
"Look, let's go as far as we can in
the land,
and then minimize the swimming
time because we can swim slower than we can run."
That's a possibility.
Or you can draw all kinds of
possibilities. So we're going to find one that
has the least amount of time. If this happens to be the
answer, it should turn out in
the end, so once again,
let's assume that we do that. And let this be at a distance
x from the left. Now what do you want to
minimize?
Again, you want to minimize the
travel time, T. That's going to be
h_1^(2) x^(2) divided by
n_1c.
That's the only subtlety,
because the time--I'm sorry, not n_1c--time
n_1. It's c over
n_1.
You want to divide by the
velocity in the medium. Velocity is c divided by
n_1. Also you should know,
it's going to take longer in
anything but a vacuum,
so n_1_ should come on top.
Then you have the other term,
that is,
h_2^(2) L -
x squared divided by c times
n_2. And this will tell you what to
do.
So you see, I'm teaching you a
lot of practical things in this course.
I taught you,
if you're in a tsunami
situation, remember what you
should do? You should calculate the
gradient and go along the gradient.
On the other hand,
if it's a volcano and you calculate the gradient,
you go opposite the gradient. So this is one more thing.
If you want to rescue somebody,
you've got to go towards the water in such an angle that this
function is minimized. So I suggest we calculate it
and keep the answer ready,
because if you really want to
be a lifeguard, what you should do is swim and
measure your speed, run and measure your speed.
It's the ratio of those two
speeds, n_1 to n_2 ,
that will tell you where to hit the water.
Okay, so we're going to do that
now. So I take d/dx of all of
these things. What's the difference?
It looks the same,
except you've got an n_1 everywhere,
right? h_1^(2) x^(2
)should = (L −
x)n_2/h
_2^(2) (L − x)^(2).
So what is x over this?
This is the x.
So n_1x over
that distance = cosine of this angle.
You understand?
That's the sine of that angle.
x over that is cosine
of this angle or the sine of
that angle,
since people like to write it in terms of sine,
you get this result, n_2
sinθ
_2.
So this is Snell's law.
It also comes from the
principle of least time.
Each one of them has got
interesting consequences. I don't have time to do it,
but you can imagine some of the consequences are,
if you are in the bottom of a
lake,
and you look outside, the light rays go like that,
because lake is dense, air is not so dense.
That means you can see stuff
right up to the horizon by taking an angle,
so that this comes exactly here.
So if you're a fish and you
look out, you can see right up to the
surface of the lake without going to the surface of the
lake,
because all the light,
right up to the surface, bends and comes into you.
Or if you've got a flashlight
and you're sending a signal,
maybe hoping somebody there
will see it, actually it will bend and
somebody at this angle will see it.
And if your angle x is a
certain critical angle, your flashlight will go to the
surface, and beyond that, it will just get fully
reflected.
It won't be able to go to the
other side. So another useful thing to
know, if you're going to be under water, you're lying there,
you've got some concrete blocks
you're dealing with.
Meanwhile you're trying to send
a signal. What angle should you send it?
You've got to remember that
it's not going to go in a straight line.
These are all useful lessons
from 201.
All right, so now I'm going to
do the third thing. The third thing is very
interesting, which is the following: we say,
take the path of least time,
right?
Now there is a problem that
occurs when there's more than one path of least time.
That's what we're going to talk
about now. What if there's more than one
answer? I'm going to give that to you,
so here it is.
Take an elliptical room,
Oval Office. You stand here,
at one of the focal points, and you want to send a signal
to the person in the other focal
point, a light signal.
You know what you have to do.
That portion of the mirror is
like horizontal mirror,
right?
So it's like the tangent to the
horizontal, so it's very clear that if you
send it like that,
it will end up here,
because it will obey i = r,
and you can see from similar triangles,
that distance and that distance
are equal,
and therefore they are similar triangles.
Are you will me?
This is the angle at which you
should send it. If you send it to this
midpoint, by symmetry, it will come to the other focal
point.
Okay, so now imagine that this
is not a mirror, but some steel walls and you
have a gun. You've got one bullet left.
You are here and your enemy is
here. Now what direction will you
fire in? Pardon me?
Student: At him.
Prof: Right.
So you can fire-- very good.
See, this is why I forgot.
So that's a little steel plate.
Now what will you do?
That's like asking the light
how to go from A to B without hitting the mirror,
I agree, that's the shortest time.
But if there's something
blocking you, then you know the other
person's at the other focal point.
Now which direction should you
aim? You know the answer.
I gave it, right?
Give me an answer then.
Yes?
Student: At that point
in the wall.
Prof: At that point in
the wall. But it turns out,
you can aim anywhere you like. You will thank me when you use
that rule.
In other words,
you can shoot any direction. See?
This is the guy who took only
Physics 200.
This person took Physics 201.
That's what 201 gives you.
Now that's amazing, right?
I'm telling you,
shoot anywhere you want. You know that bullets are like
light. They follow angle of incidence
= angle of reflection.
This beam obeys i = r.
You can see by symmetry.
How about this one I shot at
some random angle?
The way to think of that is to
draw a tangential plane mirror there.
As far as this beam is
concerned, the mirror could be
flat.
It doesn't know it's curving
away. That angle better be equal to
that angle.
That's the way you should fire
it, because you find the tangent,
then draw the normal to the tangent,
and choose and angle so that
that and that become equal,
and the bullet ends up here. But I'm saying you don't have
to do all that. You shoot anywhere you like,
you go crazy,
shoot in any direction,
they will all end up on this person.
So why is that?
Pardon me?
That's the definition of an
ellipse, but why does the definition--if
you follow the Principle of
Least Time,
why should that also work, according to the Principle of
Least Time? I know this path is a path of
least time, because it obeys
i = r with respect to
this mirror, so I know it's the path of least time.
You agree?
Student:
> Prof: That is correct.
In other words,
the time it takes is really
that length that length.
But an ellipse is a figure that
is drawn keeping the sum of that distance to that distance
constant.
That's how an ellipse is drawn.
Take two thumbtacks and put
them in the paper and you take a string of some length,
and you stretch it out,
grab your pencil and move it,
and you will draw the ellipse. So that distance is
r_1 and that distance is
r_2,
r_1 r_2
= constant is what defines an ellipse.
But the time taken is really
r_1 r_2
divided by c.
So if you were to design a
surface so that if you shot something one point,
it will all end up here,
all the light from here will
focus here, you should build an ellipse,
and send the light from one focal point.
Likewise, if you talk,
also the sound will come to that other point.
Now sound waves behave more
like waves rather than
geometrical optics,
but if it's high, long, short wavelength sound.
Suppose you're talking to your
dog, then you can talk to the
dog from here.
At sufficiently high frequency,
the dog will hear it here. So it's a focusing effect.
So the way focusing works,
is that there's more than one way to go from start to finish.
But you are supposed to follow
the Principle of Least Time.
That means all those paths take
the same time. That's the key.
When you look at a mirror in
front of--an object in front of
a mirror, there's only one path,
hit the mirror and bounce out. But if you have a geometry like
this one, curved, then it's not true.
There is more than one way to
go from start to finish. Okay, so now let us ask how you
build a focusing mirror. Here's what we want to do.
So this is not very practical.
This is very useful,
but it's not what I'm talking about, because I didn't discuss
that in things you knew from
high school.
Here's what you knew from high
school, how to make a focusing mirror.
So the deal is,
light's going to come from some object at infinity,
therefore it's coming in some parallel lines from a very
distant object.
You want to put some mirror of
some shape so that every one of these guys will come to the same
focal point. You can ask,
"Can I even design such a
thing?
Is it possible?
If so, what do I have to do?
What's the shape of the
object?" So let's do the following.
Let's take the ray that goes
along the axis of this thing.
It goes here.
It goes to that mirror,
hits the mirror, then it comes back a distance
f.
So in the time it takes to go
from here to here, had it continued going,
it would have gone to this wall here, also at a distance
f.
Do you agree?
The time it takes for it to hit
the mirror and come to the focal point is the same as the time it
would have taken,
but for the mirror,
to go the other side the same distance f.
Okay, now I take a second ray
that's not on the symmetry axis,
but above the axis.
It comes here,
and having come here, if it has to take the same time
as the other beam,
it's the time to go there.
But you want it to instead come
here. So how will that happen?
What will ensure that that
happens? Can you guys think of what
condition you have? Yes?
Student: The two
distances need to be the same. The distance from the mirror to
the-- Prof: Do you understand
that?
That's very important.
That distance and that distance
have to be equal. Let's be very clear on why we
are doing that.
See, these guys came from
infinity. They've been traveling in a
parallel line. Start with some plane here,
so that everybody is counted
from now on and see how much
time you take. The ray from this center goes
to the mirror and goes an extra distance f,
because that's what it does.
So that's the distance to which
any distance these rays would have gone, but for the mirror.
That's how much time you have.
So if you went there and you
want to turn around and come here,
that extra distance better be equal to the distance to go to
that plane,
because that's the same time
for everything. So that's the condition of the
surface. It is a surface with a property
that its distance,
any point on that curve,
has the same distance from a fixed point as from a fixed
line. If you can find that,
that's the surface you want.
Now that happens to be a
parabola, but we'll derive that, but that's what you learn in
high school. A parabola is a curve which is
equidistant from a point and
from a line.
Distance to the point is very
clear. Distance to the line is
obtained by drawing a
perpendicular and measuring that
distance, the shortest distance. So I'm just going to equate
these two, that's it. That will give me the equation
for this curve.
So let this graph,
the shape of the mirror I'm trying to design,
let this be the origin. This is some point with
coordinate x and
y, and y is some
function of x that I'm going to find out.
That's the goal.
What's the function y of
x that you want? So let's find out the different
distances. So what is that distance it has
to travel?
You can see,
x is the coordinate of this point.
It's got to do that and another
extra f on the other
side.
So going horizontally,
it's got to do an x here and an f there,
so it's got to do x f.
That's the distance from the
mirror to this fictitious plane. That's the time they have.
They all have the time to go to
this fictitious plane.
So I'm going to equate that to
this distance. This one, you've got to use
Pythagoras' Theorem. So this height is y.
So it's y^(2) (f −
x)^(2), because this side here is f
- x, because the whole distance is
f and that's x.
You follow that?
(x,y) is the coordinate
of this point. You drop a line down here.
That distance is x.
This is f - x and that's
y. That's that length.
You want these two to be equal.
So if you have a square root,
you know what you have to do. You've got to square both sides.
You square both sides,
you get x^(2) f^(2) 2xf = y^(2) (f −
x)^(2). So x^(2) cancels,
f^(2) cancels,
then I get y^(2) =
4xf. That's the equation of the
parabola. You're probably used to drawing
parabolas that look like this,
but it's the same thing.
I've just turned it around.
So if you go a distance y
here, then this x is
quadratic in the y.
So that's the equation,
that's the process by which you can design a mirror that will
focus light from infinity.
So it can be done.
Likewise, if you said in the
elliptical case, "Can I find a surface
inside which the distance will
go from here to there after
touching the figure is independent of where I touch
it?" the equation you will get will
be an ellipse.
That's more complicated to
derive. This is a lot easier to derive.
This is the equation of the
parabola.
So if you want to build a dish
that will really focus light, no matter how far,
how wide the beam is, this will do it.
Parabolic mirrors is something
like what Hubble would use. Anybody would use parabolic
mirrors, but there is a cheap trick
people use if they cannot afford
a parabola,
because it's very hard to design things in a parabolic
shape. Do you know what the simplest
solution is?
It's a sphere.
Now a sphere is not quite a
parabola, but you can imagine that if you
have a parabola like this,
and have a sphere,
the sphere can sort of mimic the parabola up to some
distance. Then of course it will deviate.
But if you promise that you'll
only take beams very near the axis,
then the two are just as good, except it's easier to make a
spherical mirror than to make a
parabolic mirror.
But if you've got the money,
parabola is what you want. Otherwise, this is the cheaper
solution.
So let's ask ourselves the
following question: if I take a sphere of radius R
and I slice a part of it, okay, it's a hollow sphere and
I slice a part of it and I paint
it with silver,
so I've got a mirror, this part of it,
what will be the focal length of that?
That's what we are asking.
I get that by saying the
following: so here is that sphere.
It's got radius R,
and there is some point (x,y) on that sphere.
Then if this is my origin,
the equation for a sphere will
be (x −
R)^(2) y^(2) = R^(2).
See, normally is x^(2)
y^(2) = R^(2),
right?
That's when the origin is at
the center of the sphere. But the center of this sphere
is at a point x = R,
so the equation in this
coordinate system will look like this.
So you open everything out,
you get x^(2) R^(2) - 2xr
y^(2) =
R^(2). You cancel the R^(2) and you get
y^(2) = 2xr x^(2). I want you to compare this
equation to the equation for a
real parabola.
They don't look the same.
Yes?
Student:
Yes, that's correct. Yes.
Now the way to think about this
is that but for this
−x^(2) term,
this equation looks like a parabola,
but if you compare the two, you find that 4xf =
2xR.
That means R = 2f.
Or, if you like,
the focal length is R/2. But we're not done yet,
because I just threw away the
second term.
I've got to give you a reason
for throwing the second term. So here is where you've got to
get used to the following notion
of big and small numbers.
Whenever you deal with a mirror
or a lens, things like u, v, f are all going to be
treated as big numbers.
Things like y that take
you off the axis are going to be considered small numbers.
Things like x are even
smaller.
So the hierarchy is,
u, v, f, big,
y is small, x is small squared.
You can see that already.
Suppose someone tells you to
look at this equation. You can look at the two terms.
One is x times R,
other is x times x.
So x times R
beats x times x,
because one is a small number,
one is a small number squared. So we're going to drop that
term. Then we get,
in that approximation,
this condition.
But that had to be such an
approximation, because a sphere can never
equal a parabola.
It can look like a parabola
only for small deviations from the axis.
This is cautioning you that if
your rays come too far off,
like way over there,
then the x times R term will be comparable
to the x^(2) term and it will no longer look like a
parabola.
So you should be very clear.
When you make a real parabolic
mirror, it will focus rays, no matter how far they are from
the origin.
If I take a spherical
approximation to it, it will work only if the rays
are very close to the center. So here's a spherical mirror.
You cannot have the rays going
too far from here, in the scale of u,
v and f. Yes? Student: With the first
equation, if f = 0,
isn't it a plane?
Prof: Yes.
Student: But the focal
point isn't at the origin,
is it?
Because the plane here has--
Prof: Yeah, what did you want to do for
that one?
Student: If you put
f = 0, so you have the focal length =
0. Prof: Plane mirror is
focal length = infinity.
Student: Infinity.
Oh, it's the other way around.
Okay.
Prof: It's the fact
there is bending that's focusing it.
As you straighten it out more
and more, it will just reflect
it and go right back.
And when will those lines meet?
They'll meet at infinity.
So I want to do one thing.
I want to show you something.
Here is a spherical mirror I've
cut out.
I want to send a parallel beam.
I've already shown you that
this should go through the focal point, because it's the path of
least time.
But you can say,
"How do I know once again this is the same as i =
r?" Suppose you grew up on
incidence = reflection.
I'm not going to reassure you
continuously. I'm going to do it one last
time, okay? Don't ever ask me again.
It's the last time.
I'm going to show you that
Principle of Least Time is the same as i = r.
I don't want to do it over.
Here's the last time we're
going to do this. So what's our question?
Question is,
if I draw a tangent to that graph and drew the normal to
that tangent, right, we want to know that
that angle a will be
equal to that angle b.
That's what we want to show.
But where will this go?
If that's a circle,
if it's a spherical mirror, you draw a normal to the
tangent, it will go through the center of the sphere.
You understand?
And this one is supposed to go
to the focal point. Now let this height be h.
Now let this angle is also
a. This figure is too small,
so let me draw you a bigger figure so you can see.
This is sort of exaggerated so
you've got to be a little careful that the--let's call
that a and that's also a.
Let's call this b.
This is f and this is
R. I hope you understand why.
That's the important part.
This mirror is locally
tangential to that line, tangent to the circle.
And the normal to the circle is
pointing towards the center. That's the way circles work.
You draw a perpendicular from
the circumference,
you hit the center,
but that's looking like the plane mirror for that particular
light ray. That light ray doesn't care if
you bend it somewhere else.
As far as this ray is
concerned, you are a plane mirror.
You want that angle to be equal
to that angle.
That's what I want to show you.
So let's take this height h
here, and you can notice that tan b = h/f and
tan a = h/R.
Can you see that?
That's b and a?
For small angles,
for a small angle,
I remind you again and again,
sinθ is roughly θ and
tanθ is roughly θ and
cosθ is roughly 1
corrections of order
θ^(2). So we delete the tan.
And if you use the fact that
R = 2f,
it becomes h over
2f, you can see that a = b/2.
So a = b/2.
That means b is twice as
big as a, but in any triangle,
the external angle is sum of the internal opposite angles,
therefore if this is 2a
and this guy is a,
that's also a. That means the angle of
incidence is the angle of reflection.
So what I'm telling you is,
you can always go back to angle of incidence = angle of
reflection, but it's going to take more
work because you have to find
the tangent.
You've got to draw the normal
to the tangent. You've got to find the angle
with respect to that normal and
equate it with that angle.
You will find in fact every ray
goes through f. But it works only in the small
angle approximation.
The small angle basically means
your object is not too tall compared to the radius of the
mirror. That's because if the object is
comparable, then the
approximation I made that a
circle will approximate a parabola is no longer valid.
So remember,
if you took a real parabola,
if you have the stomach,
you can do the following calculation.
Take a real parabola,
you will find angle of
incidence is angle of reflection
exactly. Whenever you draw a line,
horizontal line, that hits the mirror,
comes to the focal point,
if you find the local value of
the perpendicular, you'll find i = r,
no matter how far you go. But if you approximate it by a
spherical mirror,
we have seen,
the spherical mirror is only an approximation to the parabola,
when you can drop the x^(2) term.
Okay, so we have seen the
Principle of Least Time is able to give us i = r,
Snell's law and focusing of a parabola.
Now I want to consider the
following thing: just because a parabola can
focus light ray at infinity to a focal point does not mean if you
put a finite object at a finite
distance from it,
it will form a clear image. It's only an approximation.
And I will show you what we
normally get from geometrical
optics.
I'll remind you what we know
from geometrical optics. Geometrical optics tells you
the following:
if you have an object of height
h at a distance u from the mirror and you want to know
where the image will be formed, you first draw a horizontal
line whose fate you know.
It has to go through the focal
point. The second one says you draw a
line through the focal point and it's got to come out horizontal.
How do I know that?
I know that if I run the ray
backwards, a horizontal ray will go
through the focal point,
but if going backwards,
it's a good idea, namely least time,
it's also a good idea going forward.
That's why we know that
parallel will go through focus. Through focus it will come out
parallel. So you join them and you've got
the image there.
And that's at a distance
v at a height h_2.
So I'm now going to use ideas
of geometrical optics,
having shown you enough times
that least time and geometrical optics are equal,
to find the usual relation between u,
v and f.
So how do we do that?
We say, take that triangle with
angle alpha and that with angle alpha and draw a triangle like
this here.
Then you equate tangent of this
angle to tangent of that angle. Then you find tanα
= h_1 divided by u - f,
that distance,
= h_2/f.
Actually, there's a tiny bit.
It's not quite f.
It's (f −
x)^(2), but x^(2) is negligible compared to f,
so we won't worry about that. You see this triangle here?
That height is certainly
h_2. That length is not quite
f. f goes all the way to
the mirror, but if I drop a
perpendicular here,
there's a tiny little x inside.
I'm now showing you that
x.
I've been neglecting it.
In other words,
you really should put an f - x, but x is quadratic
in the small numbers,
so we're not going to keep it.
Then draw another similar
triangle. This angle β
is the same as this angle
β.
So let's say tan β
found two ways it's equal. This one, tan β
on the top,
you can see is the
h_1/f and that's going to = the tan
β of this triangle, which will be
h_2 divided by
v - f.
These are the two conditions
you get.
Okay, I may want to draw bigger
pictures. Can you guys see this,
or there's no hope? Can you see in the last row?
Cannot.
You should tell me when you
cannot, because I'll be happy to fix that.
So let me draw this bigger.
The reason that I'm drawing
everything small is that I don't want the rays to go too far up
the axis, but I'm not going to
worry about that.
So let's make sure you can see
the rays. There's one guy who did that,
one which did that,
correct?
This is α
and that is α and this is β
and this is β`.
That's all I've done now.
So tan α
= h_1 divided by this side,
where u is the distance
from the mirror,
you take away f, because that's f. That's
h_1 over u - f.
It's the same as tan alpha
measured on this triangle. That tan α
is h_2/f -
a tiny portion,
which is the x,
which I'm dropping. But similarly for β,
you have a similar rule. So here's all you can get out
of these two rays.
So let's multiply this one and
this one and that one and that one.
So I'll get
h_1h_2
over u - f times v
- f. I'm going to cross multiply
like that. It =
h_1h_2
over f^(2).
That tells you,
u - f times v - f = f^(2).
You may not have seen it this
way, but it's a very symmetric way to write the equation.
If you measure all distances,
not from this point here but
from the focal point,
then it says u - f times v - f equals
f^(2). But let's make contact with
what we all know.
So let's open out the brackets,
so I get uv - uf - vf f squared = f^(2).
You cancel that guy.
Then you get uf vf =
uv. Now divide everything by
uvf. You divided everything by
uvf, you'll get 1/v
1/u = 1/f.
Anyway, this is derived by
standard geometrical optics, without going back to the
Principle of Least Time.
So this is the result.
But there's one more result,
because you've got two equations, you can learn one
more thing.
You can ask yourself,
what's the ratio of the object size to the image size?
You can say,
what is h_2/h
_1?
So
h_2/h_1 is f divided by u
-f.
Or let me write it another way,
it's easier. h_1/h_2
= (u − f)/f.
That's equal to u/f - 1.
u/f is u times
1/f and 1/f is 1/u 1 over v - 1.
And if you do that,
you'll find it's just u over v.
So the ratio of the object size
to the image size is just the
ratio of the object distance to
the image distance. And people sometimes define a
magnification M to be −u/v.
What they mean by the - sign is
that if this comes out negative, the object is in the upside
down version. The image is an upside down
version of the object.
In this problem u and
v are both positive, then M will come out
negative. It just means it is that much
bigger, but flipped upside down.
In some other mirrors,
you will find v is negative because the image is
virtual. Then it will mean M is
positive.
That means the object is
upright. That's when you look into the
mirror, the bathroom mirror, then your image has the same
orientation as your face,
not upside down.
Then M will be positive.
Okay, now here's a question one
can ask.
When you do geometric optics,
there's a question one can ask, which usually occurs about 30
years afterwards. I never asked that question.
I kept doing all the problems.
Then a few years ago,
when I started teaching this course, I began to ask myself,
you know, you can always draw
two rays and they will always
meet. What if I draw another one?
What if I draw one that goes
like this?
How do I know it will come here?
A lot of pictures show you that
coming here, but should it come here?
Maybe it won't,
so let me check this thing. Let me make sure that if I have
a ray coming to the center of this, it will also end up where
the other two guys came.
Well, if you do the center,
remember, it's angle of incidence = angle of reflection,
that means the tangent of the angles are equal.
That means h_1/u
should be h_2/v.
Luckily that happens to be
true, because
h_1/h_2
is in fact u/v. Thereby you can show that this
ray, which hits the center of the mirror, will also come to
where this one came.
But that's not enough,
because somebody can draw yet another one and yet another one.
How do you know they will all
come to the same focal point?
How will you know they're all
from the same image? Do you understand the question
now? You have to show that every ray
leaving that source hits the
mirror and comes back to the
very same image point. And it's not enough to draw two
rays and show them meeting, because two rays will always
meet.
Now I've drawn a third one and
shown you that it certainly comes to the right place,
but that's not enough. You can sort of argue that the
evidence is overwhelming it will
come here,
because if you look at all the rays fanning out of this,
the one that went to the top came here.
One that went to the bottom and
also came here, but that's pretty solid.
This involves the focal point.
One in the middle also came to
the same point. You can sort of say,
"Look, this end is good, that end is good,
point in the middle is good.
What do you think will happen?
We don't know.
Sometimes it can happen that
there are three points which are
good, but everything else is
wrong. So what is the way to nail this
thing? I'm not going to do it today,
but I want you to think about
what calculation will satisfy
you that no matter where I hit the mirror,
I will get the same time. What do you think I have to do?
What would you do?
What do you want to check?
Yes?
Student: You can make
the object infinitely small >
Prof: Yes,
if you make the object
infinitely small,
perhaps every ray will start looking parallel.
That's correct.
Student: You can take
infinitely small pieces >
Prof: No,
I think I'll explain what my
question really is.
Then you can think about it.
Here is the mirror, right?
I took an object here,
that's the focal point, and I draw some number of rays,
three of them in fact, right?
This one, that one and one
through the center. They all came.
If I want to show you that if I
took an arbitrary point at
height y--yes.
Student: Create an
ellipse based off of the two points.
Prof: Pardon me?
Student: Could you
create a function for an ellipse off of two points?
Prof: Yes.
What you have to do is to pick
a random generic point on that graph,
not a parabola,
and ask how long it will take
light to go to that point and come here.
So what do I want to show?
Every ray of light hitting this
is going to end up here, correct?
For every possible altitude,
all the way from 0 to the full
height.
Now in order to show that it
will come here, it also has to be a path of
least time, because you need to
go in the path of least time.
These three guys are obviously
path of least time, the three rays I showed you.
I want you never to forget that.
If three rays leave here and
they meet here, that means they take the same
time, because light travels in a
path of least time.
If three guys get there,
they all take the same time. But it's not enough to consider
that height, 0 height and that
height.
I only took a height
h_2, h_1 and 0.
I want to take a generic height
y, and I want to calculate that distance,
divided by velocity of light. Just take that distance that
distance and show that the
answer does not depend on
y. The answer does not depend on
y, then you vary any y you like.
Then you get the same time.
So I'm not going to do the
calculation, but I want you to think about what it is you want
to calculate.
I'm going to set it up,
but then come back next time and do it, because it takes some
time. I'm going to exaggerate
everything so you can sort of
see what we are trying to do
here. You want to go to that guy,
not at that height h_1,
sorry.
I want to pick an arbitrary
height y, then I wanted to form an image
here. So that's at u,
that's at v,
that's h_2.
I want to find that distance
and I want to find that distance and add them up,
and the answer should be the
same as any of the winners.
The winner I want to take is
this guy, which came like this, which I know is one of the
least time.
If you want,
that corresponds to y = 0.
So the time we are trying to
match is really
h_1^(2)
u^(2) h_2^(2)
v^(2) divided by c,
but I'm not going to divide by
c.
Just imagine everywhere we're
dividing by c. The path length for this path
that goes to the middle of the
mirror and comes out,
you can see from Pythagoras' Theorem's h_1^(2 )
u^(2) and h_2^(2 ) v^(2).
And that's going to be equal to
this length d_1_
this length d_2.
And they will depend on
y. d_1 and
d_2 will depend on y.
And we want to expand it as a
function of y and make sure it doesn't vary with
y, and I'll tell you the details next time.
Heads up!
This summary and transcript were automatically generated using AI with the Free YouTube Transcript Summary Tool by LunaNotes.
Generate a summary for freeRelated Summaries
Understanding the Evolution of Geometric Optics through Experiments
Discover how experiments reshape our understanding of geometric optics and light behavior in this comprehensive article.
Understanding Quantum Mechanics: An Introduction to Quantum Theory
Explore the fundamentals of quantum mechanics, its historical context, key experiments, and the significance of quantum theory.
Understanding Quantum Mechanics: A Comprehensive Guide
Explore the intriguing world of quantum mechanics, its principles, and the double slit experiment.
Understanding Electromagnetism, Optics, and Quantum Mechanics in Physics
Explore electromagnetism, optics, and quantum mechanics in a comprehensive overview of fundamental physics concepts.
Understanding the Theory of Everything: A Deep Dive into Quantum Mechanics and the Schrödinger Equation
Explore the fundamentals of quantum mechanics and the Schrödinger equation, revealing the laws that govern how particles behave over time.
Most Viewed Summaries
Kolonyalismo at Imperyalismo: Ang Kasaysayan ng Pagsakop sa Pilipinas
Tuklasin ang kasaysayan ng kolonyalismo at imperyalismo sa Pilipinas sa pamamagitan ni Ferdinand Magellan.
A Comprehensive Guide to Using Stable Diffusion Forge UI
Explore the Stable Diffusion Forge UI, customizable settings, models, and more to enhance your image generation experience.
Pamamaraan at Patakarang Kolonyal ng mga Espanyol sa Pilipinas
Tuklasin ang mga pamamaraan at patakaran ng mga Espanyol sa Pilipinas, at ang epekto nito sa mga Pilipino.
Mastering Inpainting with Stable Diffusion: Fix Mistakes and Enhance Your Images
Learn to fix mistakes and enhance images with Stable Diffusion's inpainting features effectively.
Pamaraan at Patakarang Kolonyal ng mga Espanyol sa Pilipinas
Tuklasin ang mga pamamaraan at patakarang kolonyal ng mga Espanyol sa Pilipinas at ang mga epekto nito sa mga Pilipino.

