Simple Eye (Thin Lens)
This interactive simulator explores Simple Eye (Thin Lens) in Optics & Light. P_total = P_eye + P_glasses; 1/v = P − 1/u vs retina; blur cue. Use the controls to change the scenario; watch the visualization and any graphs or readouts to connect the model with lectures, labs, and homework.
Who it's for: Suited to beginners and first exposure to the topic. Typical context: Optics & Light.
Key terms
- simple
- eye
- thin
- lens
- simple eye model
- optics
- light
How it works
**Coaxial thin-lens** cartoon: **1/v = P_total − 1/u** with **P_total = P_eye + P_glasses** (same **vertex**, **paraxial**). **Accommodation** is mimicked by **P_eye**; **myopia/hyperopia** crudely by shifting **P_eye** or adding **glasses**. **Retina** sits at fixed **v_retina**; when **computed v** matches, the **spot** is **tight** — otherwise a **wider** **blob** hints at **defocus** (not wave optics).
Key equations
More from Optics & Light
Other simulators in this category — or see all 31.
Thin Lens Equation
Hyperbola d_i(d_o), pole at d_o = f, schematic + 1/d check.
Prism & Dispersion
White light through a prism creating a rainbow spectrum.
Thin-Film Interference
Wedge fringes: n, d, θ; cos²(δ/2) colors and I(λ) at mid thickness.
Michelson Interferometer
I(Δ) = V cos²(πΔ/λ); tilt fringes; coherence length envelope.
Brewster Angle
tan θ_B = n₂/n₁; R_p→0; θᵢ+θₜ=90°; Fresnel R_s, R_p vs θᵢ.
Fermat's Principle
OPL = n₁AP+n₂PB vs hit point; minimum = Snell path.