The refractive index of air
Pressure is in hectopascals and temperature in kelvin. Van der Werf et al. (2003) give at 580 nm, 0.4 % more at 520 nm and 0.3 % less at 650 nm. At sea level is about , larger in cold air than in warm air.
Optics 012 · A ship and the setting Sun through layered air
How can layers of warm and cool air make distant objects sink, rise or appear several times? Temperature changes the air's density and with it the refractive index, and light bends toward the cooler, denser air. Over hot ground the lowest air is hottest, so rays curve upward: distant objects sink and the sky seems to lie on the road, an inferior mirage. When the lowest air is colder, rays curve down and distant objects loom into view. Several temperature layers stack several images.
Look at a ship 20 km out through cold sea air: its light bends back down, so the ship looms up, stacks and flips. The same air stretches the green flash.
Physics tutorial
BackgroundLight travels a little more slowly in dense air than in thin air. Cold air is denser than warm air, and over a calm sea the temperature can change by several degrees within a few metres of height.
Why it mattersThrough such air a ray from a distant ship does not run straight: it curves towards the denser air. Sailors have long reported ships hanging upside down in the sky, coasts rising from beyond the horizon and a green flash at sunset. In 2003 van der Werf, Können and Lehn traced rays through layers of this kind to explain both the mirages and the flash.
Start with the essentials
Pressure is in hectopascals and temperature in kelvin. Van der Werf et al. (2003) give at 580 nm, 0.4 % more at 520 nm and 0.3 % less at 650 nm. At sea level is about , larger in cold air than in warm air.
The US Standard Atmosphere 1976 cools by 6.5 K per kilometre. The layer adds a step centred at the height , with 90 % of it inside a band thick (van der Werf et al. 2003, Eq. 7). A positive step leaves cold air under warmer air; a negative step leaves hot air at the surface.
The ray climbs at the elevation above the local horizontal while it advances through the angle about the Earth’s centre, with (van der Werf et al. 2003, Eqs. 4 and 5). Together the two equations keep Bouguer’s invariant constant; the traced rays hold it to better than .
The bending compares the curvature of a level ray with that of the Earth; standard air at 15 °C gives . Where , a level ray curves faster than the sea falls away and is trapped. That takes warming of about 0.11 K per metre of height (van der Werf et al. 2003, Eq. 12). Where the temperature falls faster than , and rays bend upwards, as over a hot road.
Each apparent altitude maps to the true altitude in which its ray leaves the atmosphere. Once the Sun’s top edge sinks below the lowest true altitude red light can come from, red is gone; green light, bent slightly more, still arrives over the range . In the standard-air preset that range is 14 arcseconds; next to a layer that almost traps rays, the nearly flat transformation curve stretches it more than tenfold.
Typical misconceptionThe inverted image is the ship reflected in the sea or in a layer of air.
Better mental modelNo surface reflects the light. In the default preset the inverted image hangs above the ship, made by rays that bend smoothly through the layer and cross on the way; the transfer characteristic shows where they cross.
Typical misconceptionWarm air makes distant things look higher.
Better mental modelLight bends towards the colder, denser air. Hot air at the surface bends rays upwards, so things sink and an inverted image appears below; cold air over the sea bends rays down and lifts distant things into view.
Typical misconceptionThe green flash is an afterimage of the red sunset.
Better mental modelAir bends green light slightly more than red, so the Sun’s green image sits a little higher and sets last. This simulation has no eye at all and the green still outlasts the red; a layer close to trapping stretches it into a flash tall enough to see.
Keep the default preset, Cold sea air: the ship stacks and flips, and look at the camera image under the scene.
What to observe: The camera sees three images of the freighter, the middle one upside down, together 16.1 arcminutes tall. Without the layer the ship would be 2.85 arcminutes tall.Look at the plot of where each ray meets the ship, then drag the camera up and down.
What to observe: The curve rises, falls and rises again; the falling stretch, in magenta, is the inverted image. At the layer, 25 m up, a level ray bends 4.9 times as sharply as the Earth curves. Moving the camera changes which rays cross, so the images grow, shrink and merge.Load Hot surface: an inverted image below.
What to observe: Hot air in the lowest metre bends rays upwards. The bottom 5.8 m of the ship disappear, and an inverted copy of the rest hangs below it, like the sky seen on a hot road.Load Gentle warm layer: the ship looms up.
What to observe: The step is spread over many metres, so the curve never folds and there is one upright image. It is stretched to 5.24 arcminutes instead of 2.95.Load A ship beyond the horizon reappears.
What to observe: At 30 km the ship lies behind the curve of the sea in standard air. A sharp step 14 m up traps rays beneath it, and the camera sees three thin images of the ship between 3.6 and 11.2 m above the waterline, two of them inverted.Load Near-trapping layer: a tall green flash, then Standard air: no mirage, and compare the sunset frames.
What to observe: Just below the 3.64 K step that would trap level rays, the green edge of the Sun still spans 162 arcseconds of sky at the moment the red edge sets. In standard air the green rim is 14 arcseconds high.Probes and measurement · Reading path
Articles on this path that use this experiment, followed by the other experiments they suggest.