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GRADE 8 · LIGHT PHENOMENA

Propagation of light

Light rays, straight-line propagation, umbra and penumbra.

20 minutes4 theory cards
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Understanding step by step

A point-like torch produces a sharp shadow, while a large light source produces a blurred edge. Can a few lines on a diagram predict where light will still reach?

Which paths reach the screen?sourceobstacleumbraSource, obstacle, screen
Treat the small source as a point. Two highlighted rays pass above and below the obstacle; two others end on it. The grey region is bounded by lines from the source through the object's edges: its light does not reach this part of the screen. Scattered light from other objects is excluded.

A ray shows direction

Place an opaque object between a small source and a screen. The shadow's geometry suggests a simple model: light travels in straight lines in a uniform transparent medium. A line showing its direction of travel is called a light ray. It is a line in a drawing, not a thin material wire. The model is useful when wave effects are unimportant; ‘uniform’ means the medium's properties do not vary from place to place.

A beam and one selected rayrayShading: beam regionLine: propagation directionA ray is straight in a uniform medium
Shading schematically represents a beam of finite width; a straight arrow represents one propagation direction within it. The line is a geometric model, not a separate material thread. The medium is uniform and transparent.

A beam has width

A torch emits a beam of finite width, represented by several rays. Rays spread apart in a diverging beam, draw together in a converging beam and stay nearly equally spaced in an ideal parallel beam. A single ray indicates a direction within the beam; it is not a separately visible object. Seeing a beam from the side requires light to enter the eye, for example after scattering from dust in the air.

TorchLight beam
Arrows show the direction of light propagation. Each ray is straight in a uniform transparent medium; the beam has a finite width.

Umbra: full shadow

Choose a point on the screen and imagine looking towards the source from it. If the opaque object blocks every direct path from the source, the point lies in its umbra. Boundary rays just graze the obstacle's edges. A shadow need not be absolutely black: reflected light from walls or another source may reach it. The simple diagram excludes these extra paths to isolate the geometric cause of the shadow.

SourceUmbraObstacleScreen
A point source on the left illuminates a screen in a uniform transparent medium. Two boundary lines pass exactly through the obstacle's edges. Direct light from this source cannot reach the screen between them. An extended source can also produce penumbra; this diagram uses a point source with no scattered illumination.

Why an edge can be blurred

A large source emits light from many points. For a chosen screen point, the object may block only part of the source; rays from the remaining parts still arrive. This is the penumbra. Other conditions being equal, hiding more of the source reduces its illumination of that point. Shrinking the source towards a point narrows the penumbra and sharpens the edge. Here the blur comes from source size, not rays bending around the object.

Shadows from three source points123obstacle123Penumbra: only part of the source is hidden
Points 1, 2 and 3 on one extended source produce displaced shadows of the same obstacle. The three strips on the right compare their shadows separately on one screen; they are not three different screens. The overlap of all such shadows receives no light from any source point. Other points on the source also emit light.

Constructing the penumbra

In the chosen cross-section, take the source's extreme points. From each, draw straight lines through the opaque object's edges to the screen. Check the regions between the boundaries: the whole source hidden means umbra; part hidden means penumbra; the whole source visible means full illumination. A more distant screen or a changed source size can alter both penumbra width and whether an umbra exists, so one stock diagram cannot replace the actual geometry.

Four boundary directionssourceobstaclepenumbraumbrapenumbraUmbra: the whole source is hidden
Four straight lines run from the source's extreme points through the obstacle's upper and lower edges. On the screen, the upper and lower light bands are penumbra; the dark central band is umbra. Band heights come from those lines. Outside the bands, the whole source is visible; reflected light is excluded.

Light has a finite speed

A straight path does not mean instantaneous travel. In vacuum, c ≈ 3·10⁸ м/с; in an ordinary transparent medium the speed is denoted v and, for visible light, is less than c. In equal times, greater speed means greater distance travelled. Across a room, the delay is too small to notice directly; over large distances it matters. The value c applies to vacuum, not automatically to glass or water.

Vacuum, cMedium, v < cSame elapsed time
The absolute refractive index n = c/v compares the speed in vacuum with the speed in the medium. In the same time, light travels a shorter distance in the medium.

Limits of the ray model

The ray model describes large objects well when their dimensions greatly exceed the wavelength of light. Make a slit very narrow and a prediction using only straight lines may no longer match observations: light reveals its wave properties. This marks a limit without undoing successful calculations of ordinary shadows. Here we consider large obstacles and keep the penumbra of an extended source distinct from wave effects.

Large obstacleNarrow slitsize ≫ λray modelwidth ~ λwave modelλ — wavelength of light
On the left, a large obstacle in a parallel beam casts a geometric shadow. On the right, a slit of width comparable to the wavelength produces noticeable diffraction: light spreads beyond the geometric boundary. Blue arcs are schematic wavefronts, not curved rays. The two drawings do not share a scale.

Who can see the source?

From one screen point the source is entirely hidden by an object; from another, half the source is visible. Which point is in umbra and which in penumbra?

Known quantitiessourceobstacleАБА: source entirely hiddenБ: half the source visible
At point А the obstacle completely hides the source; at point Б the upper half is visible. Points, source, obstacle and screen keep the same coordinates throughout. This is a schematic plane model of direct paths; scattered illumination is excluded.

Worked example · 1

At the first point, the source is completely hidden, so no direct path from it reaches the point: this is umbra. The model excludes additional scattered illumination.

Check point АsourceobstacleАБDashed: blocked pathsА — umbra
For the same point А, straight lines to both source edges meet the obstacle. Solid red segments end on it; dashed extensions beyond it are construction lines only, not paths carrying light. All intermediate source points are hidden too.

Worked example · 2

At the second point, half the source is visible, leaving some direct paths open: this is penumbra. Seeing ‘half’ does not make it umbra, nor does it specify exact illuminance without information about the source's brightness.

Check point БsourceobstacleАБTop visible; bottom hiddenБ — penumbra
For the same point Б, the line through the obstacle's upper edge passes exactly through the source's centre. The upper half is visible and the lower half hidden. The solid ray from the upper edge reaches Б; the lower ray ends at the obstacle, and its dashed extension does not mean that light passes through.

Check the result

The first point is in umbra and the second in penumbra: the whole source is hidden in the first case, but only part in the second.

Key idea · 1

A ray models direction and describes straight-line propagation in a uniform medium within the geometric approximation.

Key idea · 2

Umbra and penumbra differ in how much of the chosen source is visible from the point considered.

Key idea · 3

A real beam has width, and light takes a finite time to travel a distance.

What comes next

A ray can reflect when it meets a surface. Next we will construct the reflected ray and the image in a mirror.

Basic Concepts

3 concepts

Rectilinear propagation of light

In a homogeneous transparent medium, light travels along straight lines called light rays.

It is the straightness of the rays that explains the formation of shadows and allows us to construct the boundaries of illuminated areas.

Umbra and penumbra

The umbra receives no light from the source; the penumbra is illuminated by only part of an extended source.

The dimensions of the source and the relative position of the body and the screen determine the boundaries of the full shadow and the surrounding penumbra.

Light beam

A light beam is a collection of rays and can be converging, diverging or parallel.

A ray is a geometric model of light's direction of travel, whereas a real beam always has a finite width.

Physical quantities

1 magnitude

Speed of light

v

The speed of light propagation in the selected medium; in a vacuum it is designated c.

Unit: meter per second · \frac{\mathrm{м}}{\mathrm{с}}

Problems on this topic

Statements, answer options and the walkthrough.