Clever Quest Lab ← Labs

Polarization of Light

Turn up to three polarizers in a 3D beam and read the intensity after each one, then aim a ray at a surface and watch the p-polarized reflection vanish at Brewster’s angle.

Drag the scene to turn it, or focus it and use the arrow keys.Drag the scene with the mouse to turn it.Drag the scene with a finger to turn it.Arrow keys turn the scene, Space plays or pauses, Home resets the view. Arrows show the electric field; gold lines are the transmission axes. Angles are measured from the vertical.

Polarizers

Looking into the beam

The field at each place, seen from the detector side. Dashed circle = field of the source.

Intensity step by step

StageFactorI / I0

Detector as P2 turns

Turn:

Across: axis angle of the chosen polarizer (0°–180°). Up: detector reading as a share of I0. The dot is the current setting.

Light source

The source sends

Unpolarized light, like sunlight or a lamp, has a field direction that changes at random. A laser is often already polarized. Moving the angle slider makes the source polarized.

Experiments

Display

Ideal polarizers and fixed refractive indices behave the same at every wavelength, so the colour changes only how the beam looks.

Runs on your device. Nothing you type or record is uploaded. Keeps working without a connection while the page is open. Works with touch. Saves the mode, polarizer angles, materials, angle of incidence and display settings on this device.

Added

How to use it

The lab has two modes. Polarizers sends a beam through up to three polarizing filters to a detector. The 3D view draws the electric field of the light as arrows. Before the first filter the field points in a random, ever-changing direction: unpolarized light. After a filter it swings only along that filter’s transmission axis, the gold line, and the arrow length shows the field amplitude. Tick a polarizer to put it into the beam, turn it with its slider and read the intensity after every step.

Reflection shows a ray meeting the boundary between two transparent materials. Set both refractive indices and the angle of incidence and see how much light is reflected for each polarization.

Controls

How it works

Light is an electromagnetic wave whose electric field oscillates at right angles to its direction of travel. If the field always swings along one line, the light is linearly polarized. An ideal polarizer passes only the part of the field along its axis. If the field meets the axis at an angle θ, the amplitude that gets through is E0 cos θ, and intensity goes with the square of the amplitude. That is Malus’s law:

I = I0 cos2θ

In unpolarized light every direction is equally likely, and the average of cos2θ is ½, so the first polarizer passes half the intensity at any angle. Crossed polarizers pass nothing, because cos 90° = 0. Put a third one between them at 45° and light returns: ½ · cos245° · cos245° = 1/8 = 12.5 %. The middle filter adds no light; it turns the field, so the last filter no longer meets it at 90°.

Reflection depends on polarization too. A field perpendicular to the plane of incidence is s-polarized, a field in that plane is p-polarized. With Snell’s law n1 sin θi = n2 sin θt, the Fresnel equations give the reflected fractions:

Rs = [(n1cosθi − n2cosθt) / (n1cosθi + n2cosθt)]2
Rp = [(n2cosθi − n1cosθt) / (n2cosθi + n1cosθt)]2

Nothing is absorbed, so 1 − R is transmitted, and unpolarized light reflects (Rs + Rp)/2. Rp drops to zero at Brewster’s angle, where the reflected and refracted rays are at 90°:

tan θB = n2 / n1

From air into glass (n = 1.50) that is 56.3°. Going into a less dense material, beyond the critical angle sin θc = n2/n1 all light is reflected. The Ray Optics lab traces refraction through lenses and prisms, and the Wave Simulator shows waves in motion.

The beam colour is the hue of the chosen wavelength, computed from the CIE 1931 colour-matching functions and converted to sRGB. It does not change any number here; in real glass the index varies slightly with wavelength.

Things to try

Frequently asked questions

Why do polarized sunglasses cut glare?

Glare from water and wet roads is reflected light, and reflection favours the s part, whose field is horizontal. For water (n ≈ 1.33) Brewster’s angle is about 53°, where the reflection is completely s-polarized. The lenses have a vertical axis and block it. Tilt your head 90° and the glare returns.

Why does a screen go dark through polarized sunglasses?

LCD screens and many OLED screens have a polarizing film on the front, so their light is linearly polarized. As you rotate a polarizer in front of the screen it dims and turns almost black when the axes are crossed, as Malus’s law predicts.

How can adding a filter let more light through?

Each polarizer passes the part of the field along its axis and sends it on in that direction. Two 45° steps each pass half, while one 90° step passes nothing. The extra filter only changes the direction of the field.

Are real polarizers ideal?

No. Common polarizing film passes roughly 40 % of unpolarized light instead of 50 %, and a crossed pair leaks a little. The lab uses ideal polarizers, so the numbers follow the formulas exactly.

Sources