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Waves and light

Experiment · interference

Interference — water waves and light

Two waves can reinforce each other or… cancel out completely. Play with a virtual ripple tank, build slits and barriers, and then see how the same laws draw fringes of laser light — and how single photons, one after another, build up a pattern that none of them “knows” on its own.

1 · Two sources

Drag a source, click the water to add a new one (max 6).

In ripple tank mode: drag sources with the mouse or a finger, click the water to add a source. When the canvas has focus, the arrow keys move the selected source, Enter selects the next one, Delete removes it. In light mode, drag across the screen to measure a distance; the arrow keys move the measurement marker, Enter starts a new measurement.

Challenges 0 / 4

  1. Calm at the marked point

    In the “Two sources” setup, move the sources or change the phase of source B so that the water at target ⊕ stops moving (intensity below 10% of the surroundings for more than a second).

    to do
  2. Measure the laser's wavelength

    Turn on “Mystery laser”, measure the fringe spacing Δy on the screen (drag across the screen) and calculate λ = Δy·d/L. Your result must be accurate to within 2.5%.

    to do
  3. A picture from 500 photons

    Turn on single photons and collect at least 500 hits with both slits open. Can you see the fringes yet?

    to do
  4. The vanishing fringe

    Choose d and a so that one of the bright fringes (order 2–6) disappears completely, even though both slits are open.

    to do

Did you know…?

How does it work?

Water waves, sound and light behave alike: when they meet, they don't bounce off each other like balls — they pass through each other and add up. Every pattern in this experiment comes from this one simple rule.

1. Waves add up

u = u1 + u2

At every point, the displacements of both waves add together (the superposition principle). Crest + crest gives a higher crest — that is constructive interference. Crest + trough gives calm water — that is destructive interference.

2. Path difference decides

Δs = m·λ reinforcement
Δs = (m + ½)·λ calm

Δs = |r₁ − r₂| is the difference in distance from the two sources, and m = 0, 1, 2, … Points with a constant path difference lie on hyperbolas — that is why the calm lines in the “Two sources” setup are hyperbolas. Shifting a source's phase by 180° swaps the calm and reinforcement lines.

3. Diffraction: a wave peeks around the corner

d·sin θ = m·λ

Every point of a slit becomes a new source of waves (Huygens' principle). When the slit is comparable to the wavelength, the wave spreads out behind it almost in a semicircle. A grating is many slits spaced d apart — the waves reinforce each other only in directions that satisfy the formula above.

4. Young's experiment

Δy = λ·Ld

In the early 19th century, Thomas Young showed that light from two slits forms bright and dark fringes on a screen — so light is a wave. For small angles, the fringe spacing grows with λ and L, and shrinks when the slits are farther apart.

5. The full picture: fringes inside an envelope

I(θ) = I₀ · cos²(πd sin θλ) · (sin ββ)²
β = πa sin θλ

The first factor is two-slit interference (closely spaced fringes), the second is diffraction at each slit of width a (a broad envelope). When d is a multiple of a, one of the bright fringes lands on a dark minimum of the envelope and disappears.

6. Waves slow down in shallow water

v = λ·f,   v ≈ √g·h
sin α₁sin α₂ = v₁v₂

The wave's frequency does not change, but in shallow water (small h) the wave travels more slowly, so it is shorter. When it arrives at a slant, its front turns — this is refraction, exactly like light entering glass.

7. Photons: one particle, two paths

P(y) ∝ I(y)

Light comes in packets — photons. Each photon lands in one random spot, but the probability of landing is proportional to the intensity I(y). After hundreds of hits, fringes emerge. Cover one slit and they vanish: they need both paths at once.

8. How does the tank compute?

∂²u∂t² = v²·(∂²u∂x² + ∂²u∂y²)

The water is a grid of 300 × 200 points spaced 1 mm apart. In each step (about 2 ms), the displacement of a point changes depending on its neighbors. The calculation is stable when v·Δt/Δx ≤ 1/√2 (the CFL condition) — here it is 0.5.

Simplifications. Tank: an ideal wave equation without dispersion — real water waves a few centimeters long travel at a speed that depends on wavelength and slowly die down, which we ignore here. The tank edges absorb waves like a gentle beach. In the shallows we assume v ≈ 0.55·v₀ (depth about 30% of the deep part). Light: the Fraunhofer formula for a screen far from the slits (L ≫ d), long slits and perfectly coherent light; the diagram at the top is not to scale, and photons are drawn only within the visible part of the screen.