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Walk inside an optical system

A prism offers two different experiences: looking through its interfaces, and watching the illumination it casts onto another surface. These scenes separate the two.

Why can one object appear many times?

At each glass–air interface, Fresnel reflection creates a reflected route alongside the transmitted route. From inside glass, angles above the critical angle produce total internal reflection: θc(λ) = asin(1/n(λ)), about 41° for n = 1.52 in air. Several planar faces can therefore show repeated virtual images of room edges and emitters.

Unfolding each reflection into a mirrored copy of the room makes the paths straight. A rectangular mirror room produces a lattice of virtual rooms; a prism produces a pattern determined by its face angles. Glass also transmits light, so it is only mirror-like for some directions. Finite bounce limits truncate this pattern.

The grid in the supplied screenshots is not, by itself, proof of this effect: editor lines and geometry mismatches must also be excluded. The original rotated-box scene had enlarged analytical half-extents even though rotation was already applied separately; this mismatch with the visible mesh is corrected. Disable overlays when interpreting the rendered image. These geometric-optics lines are not diffraction or holographic fringes.

Plane mirrors and virtual images · OpenStax

Four controlled scenes

129 · Inside glass: start inside a large glass block, with asymmetric colored markers outside. Rotate to compare transmitted views and internally reflected images. This is an optically immersed camera probe; an air cavity around a real camera is not modeled.

130 · Mirror room: six reflective walls and asymmetric luminous markers reveal repeated rooms. Reflectance is 0.96, so long paths fade. A 32-surface-bounce budget keeps the experiment finite.

131 · Prism bench: a narrow broadband white source illuminates a triangular glass extrusion and a white screen. The three side faces refract light; opaque end plates close the fixture. Camera-connection light tracing follows light through glass onto the wall.

132 · Prism bench with mist: the same setup adds dilute homogeneous scattering. The fog reveals the paths; it does not create the wavelength separation.

A laser is not automatically a rainbow source

A monochromatic laser remains one color. Here the source is a narrow white-light beam. Wavelength-dependent refractive index separates its colors at nonparallel faces. A parallel-sided glass slab generally leaves the emerging direction parallel to the incident direction, with wavelength-dependent lateral displacement instead.

The original scene uses a rectangular prism and exaggerated dispersion (spread 12). The new bench uses a triangular cross-section and spread 1. They answer different questions: interesting reflected views versus a simple spectrum on a screen. A very broad source, excessive angular spread or a short screen distance can make the colors overlap again.

Dispersion by prisms · The Physics Classroom

Implementation and interpretation

Naive and camera-connection light tracing now sample a cone source directly within its angular support, using p(ω) = 1/[2π(1 − cos α)]. Throughput retains the surface cosine and divides by this density. Previously, a 0.2° cone accepted only about 0.0012% of cosine-weighted launch directions. This change improves sampling efficiency; it does not widen the source or invent extra light. BDPT retains its existing launch proposal and density evaluation.

The physical-dispersion wall spot is deliberately small. Walk closer to the screen to inspect it; the scene is not an exaggerated full-wall rainbow. The fog scene exposes the incident and outgoing beam paths. The finite render below remains noisy and is not a convergence reference.

Native spectral render of a prism bench with a small rainbow spot on the screen
White-beam prism bench, 256 samples per pixel.
The same prism bench with dilute fog revealing the beam paths
The matched fog version, 256 samples per pixel.
Native mirror room render showing repeated colored light markers
Repeated colored markers in the six-mirror room, 128 samples per pixel.