Eye Refraction Lab: Exact Ray-Traced Schematic Eye (2D)
Interactive 2D side-view eye model that exactly ray-traces individual light rays with vector Snell's law through the cornea and both crystalline-lens surfaces — instead of a single combined dioptric power — to show real spherical aberration, retinal blur spot size, and the vertex-distance effect on spectacle correction.
This 2D companion to the 3D reduced-eye model traces real light rays, one Snell's-law refraction at a time, through the eye's three actual optical surfaces — the cornea and both faces of the crystalline lens — instead of combining everything into a single dioptric power. Because individual rays across the pupil are followed independently, the simulator reveals two effects the single-power model cannot: real spherical aberration (marginal and paraxial rays focusing at slightly different points) and an actual retinal blur-spot diameter computed from where the traced ray bundle lands relative to the retina. Move the axial-length slider to turn an emmetropic eye into a myopic or hyperopic one exactly as happens physiologically, use accommodation to watch the ciliary muscle's lens-curvature change pull the focus forward, and turn on the corrective lens to see a real spectacle prescription — including the vertex-distance effect of the lens sitting 12 mm in front of the eye — bring the traced rays back onto the retina.
A 2D side-view eye model that exactly ray-traces individual light rays with vector Snell's law through the cornea and both crystalline-lens surfaces, instead of combining them into one dioptric power — revealing real spherical aberration, an actual retinal blur-spot diameter, and the spectacle vertex-distance effect that the 3D reduced-eye model can't show.
2D · HTML5 Canvas 2D · 60 FPS target · runs fully client-side, no install