Product Code Database
Example Keywords: produce -dungeon $82-169
barcode-scavenger
   » » Wiki: Normal (geometry)
Tag Wiki 'Normal (geometry)'.
Tag

In , a normal is an object (e.g. a line, ray, or ) that is to a given object. For example, the normal line to a at a given point is the infinite straight line perpendicular to the to the curve at the point.

A normal vector is a vector perpendicular to a given object at a particular point. A normal is called a unit normal vector or normal direction. A is a normal vector whose length is the of the object. Multiplying a normal vector by results in the , which may be used for indicating sides (e.g., interior or exterior).

In three-dimensional space, a surface normal, or simply normal, to a surface at point is a vector perpendicular to the of the surface at . The of normal directions to a surface is known as . The word "normal" is also used as an adjective: a line normal to a , the normal component of a , etc. The concept of normality generalizes to ().

The concept has been generalized to differentiable manifolds of arbitrary dimension embedded in a . The normal vector space or normal space of a manifold at point P is the set of vectors which are orthogonal to the at P. Normal vectors are of special interest in the case of smooth curves and smooth surfaces.

The normal is often used in 3D computer graphics (notice the singular, as only one normal will be defined) to determine a surface's orientation toward a for , or the orientation of each of the surface's corners (vertices) to mimic a curved surface with .

The foot of a normal at a point of interest Q (analogous to the foot of a perpendicular) can be defined at the point P on the surface where the normal vector contains Q. The of a point Q to a curve or to a surface is the Euclidean distance between Q and its foot P.


Normal to space curves
The normal direction to a is:
\mathbf{N} = R \frac{\mathrm{d} \mathbf{T} }{ \mathrm{d} s }
where R = \kappa^{-1} is the radius of curvature (reciprocal ); \mathbf{T} is the , in terms of the curve position \mathbf{r} and arc-length s:
\mathbf{T} = \frac{\mathrm{d} \mathbf{r} }{ \mathrm{d} s }


Normal to planes and polygons
For a (such as a ), a surface normal can be calculated as the vector of two (non-parallel) edges of the polygon.

For a plane given by the general form ax + by + cz + d = 0, the vector \mathbf n = (a, b, c) is a normal.

For a plane whose equation is given in parametric form \mathbf{r}(s,t) = \mathbf{r}_0 + s \mathbf{p} + t \mathbf{q}, where \mathbf{r}_0 is a point on the plane and \mathbf{p}, \mathbf{q} are non-parallel vectors pointing along the plane, a normal to the plane is a vector normal to both \mathbf{p} and \mathbf{q}, which can be found as the \mathbf{n}=\mathbf{p}\times\mathbf{q}.


Normal to general surfaces in 3D space
If a (possibly non-flat) surface S in 3D space \R^3 is parameterized by a system of curvilinear coordinates \mathbf{r}(s, t) = (x(s, t), y(s, t), z(s, t)), with s and t variables, then a normal to S is by definition a normal to a tangent plane, given by the cross product of the partial derivatives \mathbf{n}=\frac{\partial \mathbf{r}}{\partial s} \times \frac{\partial \mathbf{r}}{\partial t}.

If a surface S is given implicitly as the set of points (x, y, z) satisfying F(x, y, z) = 0, then a normal at a point (x, y, z) on the surface is given by the \mathbf{n} = \nabla F(x, y, z). since the gradient at any point is perpendicular to the level set S.

For a surface S in \R^3 given as the graph of a function z = f(x, y), an upward-pointing normal can be found either from the parametrization \mathbf{r}(x,y)=(x,y,f(x,y)), giving \mathbf{n} = \frac{\partial \mathbf{r}}{\partial x} \times \frac{\partial \mathbf{r}}{\partial y} = \left(1,0,\tfrac{\partial f}{\partial x}\right) \times \left(0,1,\tfrac{\partial f}{\partial y}\right) = \left(-\tfrac{\partial f}{\partial x}, -\tfrac{\partial f}{\partial y},1\right); or more simply from its implicit form F(x, y, z) = z-f(x,y) = 0, giving \mathbf{n} = \nabla F(x, y, z) = \left(-\tfrac{\partial f}{\partial x}, -\tfrac{\partial f}{\partial y}, 1 \right). Since a surface does not have a tangent plane at a singular point, it has no well-defined normal at that point: for example, the vertex of a cone. In general, it is possible to define a normal almost everywhere for a surface that is Lipschitz continuous.


Orientation
The normal to a (hyper)surface is usually scaled to have , but it does not have a unique direction, since its opposite is also a unit normal. For a surface which is the topological boundary of a set in three dimensions, one can distinguish between two normal orientations, the inward-pointing normal and outer-pointing normal. For an , the normal is usually determined by the or its analog in higher dimensions.

If the normal is constructed as the cross product of tangent vectors (as described in the text above), it is a .


Transforming normals
When applying a transform to a surface it is often useful to derive normals for the resulting surface from the original normals.

Specifically, given a 3×3 transformation matrix \mathbf{M}, we can determine the matrix \mathbf{W} that transforms a vector \mathbf{n} perpendicular to the tangent plane \mathbf{t} into a vector \mathbf{n}^{\prime} perpendicular to the transformed tangent plane \mathbf{Mt}, by the following logic:

Write n′ as \mathbf{Wn}. We must find \mathbf{W}. \begin{alignat}{5} W\mathbb n \text{ is perpendicular to } M\mathbb t \quad \, &\text{ if and only if } \quad 0 = (W \mathbb n) \cdot (M \mathbb t) \\ &\text{ if and only if } \quad 0 = (W \mathbb{n})^\mathrm{T} (M \mathbb{t}) \\ &\text{ if and only if } \quad 0 = \left(\mathbb{n}^\mathrm{T} W^\mathrm{T}\right) (M \mathbb{t}) \\ &\text{ if and only if } \quad 0 = \mathbb{n}^\mathrm{T} \left(W^\mathrm{T} M\right) \mathbb{t} \\ \end{alignat}

Choosing \mathbf{W} such that W^\mathrm{T} M = I, or W = (M^{-1})^\mathrm{T}, will satisfy the above equation, giving a W \mathbb n perpendicular to M \mathbb t, or an \mathbf{n}^{\prime} perpendicular to \mathbf{t}^{\prime}, as required.

Therefore, one should use the inverse transpose of the linear transformation when transforming surface normals. The inverse transpose is equal to the original matrix if the matrix is orthonormal, that is, purely rotational with no scaling or shearing.


Hypersurfaces in n-dimensional space
For an (n-1)-dimensional in n-dimensional space \R^n given by its parametric representation \mathbf{r}\left(t_1, \ldots, t_{n-1}\right) = \mathbf{p}_0 + t_1 \mathbf{v}_1 + \cdots + t_{n-1}\mathbf{v}_{n-1}, where \mathbf{p}_0 is a point on the hyperplane and \mathbf{v}_i for i = 1, \ldots, n - 1 are linearly independent vectors pointing along the hyperplane, a normal to the hyperplane is any vector \mathbf n in the of the matrix V = \begin{bmatrix}\mathbf{v}_1 & \cdots &\mathbf{v}_{n-1}\end{bmatrix}, meaning . That is, any vector orthogonal to all in-plane vectors is by definition a surface normal. Alternatively, if the hyperplane is defined as the solution set of a single linear equation , then the vector \mathbf{n} = \left(a_1, \ldots, a_n\right) is a normal.

The definition of a normal to a surface in three-dimensional space can be extended to (n - 1)-dimensional in . A hypersurface may be defined implicitly as the set of points (x_1, x_2, \ldots, x_n) satisfying an equation , where F is a given . If F is continuously differentiable then the hypersurface is a differentiable manifold in the neighbourhood of the points where the is not zero. At these points a normal vector is given by the gradient: \mathbb n = \nabla F\left(x_1, x_2, \ldots, x_n\right) = \left( \tfrac{\partial F}{\partial x_1}, \tfrac{\partial F}{\partial x_2}, \ldots, \tfrac{\partial F}{\partial x_n} \right)\,.

The normal line is the one-dimensional subspace with basis \{\mathbf{n}\}.

A vector that is normal to the space spanned by the linearly independent vectors and falls within the space spanned by the linearly independent vectors is given by the column of the matrix , where the matrix is the juxtaposition of the column vectors. (Proof: so each of is perpendicular to the last column of .) This formula works even when is less than the dimension of the Euclidean The formula simplifies to when .


Varieties defined by implicit equations in n-dimensional space
A defined by implicit equations in the n-dimensional space \R^n is the set of the common zeros of a finite set of differentiable functions in n variables f_1\left(x_1, \ldots, x_n\right), \ldots, f_k\left(x_1, \ldots, x_n\right). The of the variety is the k \times n matrix whose i-th row is the gradient of f_i. By the implicit function theorem, the variety is a in the neighborhood of a point where the Jacobian matrix has rank k. At such a point P, the normal vector space is the vector space generated by the values at P of the gradient vectors of the f_i.

In other words, a variety is defined as the intersection of k hypersurfaces, and the normal vector space at a point is the vector space generated by the normal vectors of the hypersurfaces at the point.

The normal (affine) space at a point P of the variety is the passing through P and generated by the normal vector space at P.

These definitions may be extended to the points where the variety is not a manifold.


Example
Let V be the variety defined in the 3-dimensional space by the equations x\,y = 0, \quad z = 0. This variety is the union of the x-axis and the y-axis.

At a point (a, 0, 0), where a \neq 0, the rows of the Jacobian matrix are (0, 0, 1) and (0, a, 0). Thus the normal affine space is the plane of equation x = a. Similarly, if b \neq 0, the normal plane at (0, b, 0) is the plane of equation y = b.

At the point (0, 0, 0) the rows of the Jacobian matrix are (0, 0, 1) and (0, 0, 0). Thus the normal vector space and the normal affine space have dimension 1 and the normal affine space is the z-axis.


Uses
  • Surface normals are useful in defining of .
  • Surface normals are commonly used in 3D computer graphics for lighting calculations (see Lambert's cosine law), often adjusted by .
  • containing surface normal information may be used in digital compositing to change the apparent lighting of rendered elements.
  • In , the shapes of 3D objects are estimated from surface normals using photometric stereo.
  • The normal vector may be obtained as the gradient of the signed distance function.


Normal in geometric optics
The is the outward-pointing ray to the surface of an at a given point. In reflection of light, the angle of incidence and the angle of reflection are respectively the angle between the normal and the (on the plane of incidence) and the angle between the normal and the .


See also

External links

Page 1 of 1
1
Page 1 of 1
1

Account

Social:
Pages:  ..   .. 
Items:  .. 

Navigation

General: Atom Feed Atom Feed  .. 
Help:  ..   .. 
Category:  ..   .. 
Media:  ..   .. 
Posts:  ..   ..   .. 

Statistics

Page:  .. 
Summary:  .. 
1 Tags
10/10 Page Rank
5 Page Refs
3s Time