Optics

Reflection

Light bouncing off a surface — angle of incidence equals angle of reflection

Reflection is the bouncing of light (or any wave) off a surface. The law of reflection — angle of incidence equals angle of reflection, both measured from the normal. Specular (mirror-like) reflection from smooth surfaces; diffuse from rough surfaces. Foundation of mirrors, telescopes, optical sensors, and basic understanding of how we see objects.

  • Law of reflectionθ_i = θ_r (measured from normal)
  • Plane of reflectionIncident ray, normal, reflected ray all coplanar
  • Specular vs diffuseMirror-like vs scattered (rough surface)
  • Reflectivity (water)~2-100% depending on angle
  • Mirror reflectivityStandard ~85-90%; first-surface mirrors ~95%
  • Speed of lightUnchanged by reflection

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The law of reflection

When a ray of light hits a smooth surface:

  1. The angle of incidence (θ_i, between incident ray and surface normal) equals the angle of reflection (θ_r): θ_i = θ_r.
  2. The incident ray, normal, and reflected ray all lie in the same plane.

Both angles measured FROM THE NORMAL (perpendicular to surface), not from the surface itself.

Specular vs diffuse

TypeSurfaceBehaviorExamples
Specular (mirror)Smooth (Δh < λ)Parallel rays reflect parallelMirror, polished metal, calm water
DiffuseRough (Δh > λ)Scattered in many directionsPaper, drywall, fabric, dirt
Mixed (most surfaces)Partially smoothBoth effectsGlossy paint, varnished wood

For visible light (λ ≈ 500 nm), surface roughness needs to be much less than 500 nm for specular reflection. Most polished metals achieve this; paper does not.

Reflectivity values

SurfaceVisible light reflectivity
Silver (clean)~95-98%
Aluminum~85-92%
Gold (in IR)~98% IR; ~70% visible
Glass at normal incidence~4% (per surface; 8% for double surface)
Water at 60° incidence~6%
Water at 80° incidence~30%
Snow (fresh)~80-90%
Asphalt (dry)~5-10%
White paint~70-80%
Black paint~3-5%
Black hole0% (everything absorbed)

Real-world reflection

SystemReflection type
Bathroom mirrorSpecular; second-surface mirror with silver backing
Camera lensSpecular at glass surfaces (~4% loss per surface)
Anti-reflection coatingsReduce surface reflection from 4% to <0.5%
Telescope mirrorFirst-surface; ~95% reflectivity
Solar panelAnti-reflective top to maximize absorption
Periscope (submarine)Two prisms; total internal reflection
Optical fiberTotal internal reflection at core/cladding boundary
Bicycle reflectorCorner-cube design — sends light back to source (retro-reflection)
Glittering oceanSpecular reflection of sun off water surface

JavaScript — reflection geometry

// Reflection of a ray off a surface with given normal
function reflect(rayDir, normal) {
  // r = d - 2·(d·n)·n where d is incident, n is normal
  const dot = rayDir[0]*normal[0] + rayDir[1]*normal[1] + rayDir[2]*normal[2];
  return [
    rayDir[0] - 2*dot*normal[0],
    rayDir[1] - 2*dot*normal[1],
    rayDir[2] - 2*dot*normal[2]
  ];
}

// Test: ray hitting a horizontal surface (normal = up)
const rayDown = [0, -1, 0];  // straight down
const surfaceUp = [0, 1, 0];
console.log(reflect(rayDown, surfaceUp));  // [0, 1, 0] — straight up

const rayDiagonal = [0.7071, -0.7071, 0];  // 45° down to right
console.log(reflect(rayDiagonal, surfaceUp));  // [0.7071, 0.7071, 0]

// Angle from normal
function angleFromNormal(rayDir, normal) {
  const dot = -rayDir[0]*normal[0] - rayDir[1]*normal[1] - rayDir[2]*normal[2];
  return Math.acos(dot) * 180 / Math.PI;
}

console.log(`Angle of incidence: ${angleFromNormal(rayDiagonal, surfaceUp).toFixed(1)}°`);

// Fresnel reflection coefficient (s-polarization, simple form)
function fresnelReflectivity(theta_i_deg, n1, n2) {
  const theta_i = theta_i_deg * Math.PI / 180;
  const sin_t = (n1 / n2) * Math.sin(theta_i);
  if (Math.abs(sin_t) > 1) return 1;  // total internal reflection
  const theta_t = Math.asin(sin_t);
  const r_s = (n1 * Math.cos(theta_i) - n2 * Math.cos(theta_t)) / (n1 * Math.cos(theta_i) + n2 * Math.cos(theta_t));
  return r_s * r_s;  // intensity ratio
}

console.log(`Air to glass at normal: ${(fresnelReflectivity(0, 1, 1.5) * 100).toFixed(1)}%`);  // ~4%
console.log(`Air to water at 30°: ${(fresnelReflectivity(30, 1, 1.33) * 100).toFixed(1)}%`);
console.log(`Air to water at 80°: ${(fresnelReflectivity(80, 1, 1.33) * 100).toFixed(1)}%`);  // ~30%

// Field of view of a flat mirror (mirror image)
function mirrorFieldOfView(viewerDistance, mirrorWidth) {
  // FOV = 2·atan(width/(2·distance))
  return 2 * Math.atan(mirrorWidth / (2 * viewerDistance)) * 180 / Math.PI;
}

console.log(`Bathroom mirror (viewer 1m, mirror 0.5m): ${mirrorFieldOfView(1, 0.5).toFixed(1)}°`);

Where reflection shows up

  • Optics — mirrors, telescopes. Astronomical telescopes use mirrors (parabolic for primary). Laser cavities use mirrors at both ends.
  • Photography. Anti-reflection coatings on lenses prevent flare; mirrors in viewfinders, periscopes.
  • Medical imaging. Endoscopes use light reflection (and fiber optics for transmission).
  • Communications. Fiber optics rely on total internal reflection.
  • Solar energy. Reflective surfaces concentrate sunlight on collectors. Heliostat farms.
  • Architecture. Reflective glass for energy efficiency. Mirrored buildings reflect surroundings.
  • Safety. Reflective vests, retro-reflectors on bicycles and roads — make people visible at night.

Common mistakes

  • Measuring angles from surface, not normal. θ_i and θ_r are from the normal, not from the surface itself. (i.e., 0° = perpendicular incidence, 90° = grazing).
  • Forgetting plane of reflection. Reflection happens IN the plane defined by incident ray and normal. Doesn't bend out of plane.
  • Treating mirror image as real. Plane mirror image is VIRTUAL — light doesn't actually go to image location. It just appears so to your eye.
  • Confusing reflectivity with absorbtivity. Reflectivity + absorbtivity + transmittivity = 1 (energy conservation). For opaque material, transmittivity = 0; reflectivity + absorbtivity = 1.
  • Ignoring polarization. Reflection coefficients differ for s- and p-polarization. At Brewster's angle, p-polarized light reflects 0% (used for polarization filters).
  • Forgetting wavelength dependence. Most "reflective" objects only reflect specific wavelengths. Mirrors are usually broadband but not perfect.

Frequently asked questions

Why is the angle of reflection equal to the angle of incidence?

From Fermat's principle of least time — light takes the shortest-time path. For reflection from a flat surface, this means equal angles. Equivalently, from Maxwell's equations applied at a boundary — boundary conditions on E and B fields force the symmetry. Both views give the same law.

What's the difference between specular and diffuse reflection?

Specular — smooth surface; reflected rays remain organized (parallel rays in → parallel rays out). Mirrors, polished glass, calm water. Diffuse — rough surface; reflected light scatters in all directions. Paper, fabric, drywall. Most everyday surfaces are partially both. We see objects via diffuse reflection of ambient light.

Why do most objects show their colors via reflection?

White light has all wavelengths. A red apple's surface absorbs most wavelengths but reflects red strongly. Red light enters our eyes → we perceive red. Pigments are molecules that selectively absorb and reflect different wavelengths. Different chemistries → different colors.

How does total internal reflection differ from regular reflection?

Both bounce light, but total internal reflection happens when light tries to exit a denser medium (like glass) at a steep angle. Beyond a "critical angle," 100% of light reflects internally — no light exits. Used in fiber optics (light bounces along the fiber), prisms, and some camera lenses. Regular reflection from external surfaces is partial (some absorbed, some transmitted).

How does a one-way mirror work?

Half-silvered glass reflects most light AND transmits some. With one side bright (well-lit room) and the other dim (dark observer room), the bright-side viewer sees mostly reflection (bright surroundings dominate). The dim-side viewer sees through (transmitted light from bright side dominates over their faint reflection). NOT actually one-way; just relies on lighting asymmetry.

Why are car mirrors slightly curved?

Convex mirrors give a wider field of view. The image is virtual (behind the mirror), upright, and DIMINISHED — but you see more of the surroundings. Side mirrors marked "Objects in mirror are closer than they appear" because the diminished image suggests greater distance. Center rearview is usually flat (or slight convex for narrowness).

How do telescopes use reflection?

Newtonian telescope — concave primary mirror focuses incoming light. Light enters parallel from a distant star; mirror forms real image at focal point. Secondary mirror redirects to eyepiece. Reflectors avoid chromatic aberration (no glass refraction), so they're popular for large telescopes (Hubble, Webb). Cassegrain and Dobsonian are common variants.