Prism

Refracts through all three drawn boundaries with selectable catalogue-glass dispersion and traced path-length GDD.

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A live trace, not a picture of one — but this preview is not interactive. Open it in the canvas to move things, change parameters, and save or export your own version.

In the real world

A prism disperses light because its refractive index depends on wavelength. Each face refracts according to Snell's law:

n1sinθ1=n2sinθ2n_1 \sin\theta_1 = n_2 \sin\theta_2
Snell's law at each face.

Since n itself varies with λ, different colors refract by different amounts and separate — this is why white light fans into a rainbow. Real optical glass is characterized by a Sellmeier equation, a sum of resonance terms fit to measured data, not a single simple formula.

In OpticalSetup

Each face is a genuine refracting boundary — incident rays bend by real vector Snell's law, and a ray that exceeds the critical angle undergoes total internal reflection instead of exiting, exactly as a real prism does. For dispersion, broadband and supercontinuum beams are sampled at several discrete wavelengths across their band, and each sample refracts with its own wavelength-dependent index, so the beam visibly fans into a spectrum. N-BK7, fused silica, N-SF5, and N-SF11 are selectable; existing sketches still default to N-BK7. Pulsed rays add GDD from their actual traced distance inside the selected glass.

n2(λ)=1+iBiλ2λ2Cin^2(\lambda)=1+\sum_i\frac{B_i\lambda^2}{\lambda^2-C_i}
The selected glass's published three-term Sellmeier curve.
Simplified vs. reality

The Sellmeier curves make refractive index and GDD accurate to a few percent over their valid transparent ranges, but absorption bands, temperature, coatings, and surface quality are not modeled; the fixed per-face transmission is the only loss.

Related components

Further reading