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Normal (geometry)

In geometry, a normal is an object such as a line, ray, or vector that is perpendicular to a given object. For example, the normal line to a plane curve at a given point is the (infinite) line perpendicular to the tangent line to the curve at the point. A normal vector may have length one (a unit vector) or its length may represent the curvature of the object (a curvature vector); its algebraic sign may indicate sides (interior or exterior).

A polygon and its two normal vectors
A normal to a surface at a point is the same as a normal to the tangent plane to the surface at the same point.

In three dimensions, a surface normal, or simply normal, to a surface at point is a vector perpendicular to the tangent plane of the surface at P. The word "normal" is also used as an adjective: a line normal to a plane, the normal component of a force, the normal vector, etc. The concept of normality generalizes to orthogonality (right angles).

The concept has been generalized to differentiable manifolds of arbitrary dimension embedded in a Euclidean space. The normal vector space or normal space of a manifold at point is the set of vectors which are orthogonal to the tangent space at 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 light source for flat shading, or the orientation of each of the surface's corners (vertices) to mimic a curved surface with Phong shading.

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 normal distance of a point Q to a curve or to a surface is the Euclidean distance between Q and its foot P.

Normal to surfaces in 3D space

 
A curved surface showing the unit normal vectors (blue arrows) to the surface

Calculating a surface normal

For a convex polygon (such as a triangle), a surface normal can be calculated as the vector cross product of two (non-parallel) edges of the polygon.

For a plane given by the equation   the vector   is a normal.

For a plane whose equation is given in parametric form

 
where   is a point on the plane and   are non-parallel vectors pointing along the plane, a normal to the plane is a vector normal to both   and   which can be found as the cross product  

If a (possibly non-flat) surface   in 3D space   is parameterized by a system of curvilinear coordinates   with   and   real variables, then a normal to S is by definition a normal to a tangent plane, given by the cross product of the partial derivatives

 

If a surface   is given implicitly as the set of points   satisfying   then a normal at a point   on the surface is given by the gradient

 
since the gradient at any point is perpendicular to the level set  

For a surface   in   given as the graph of a function   an upward-pointing normal can be found either from the parametrization   giving

 
or more simply from its implicit form   giving   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.

Choice of normal

 
A vector field of normals to a surface

The normal to a (hyper)surface is usually scaled to have unit length, 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 the inward-pointing normal and outer-pointing normal. For an oriented surface, the normal is usually determined by the right-hand rule 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 pseudovector.

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   we can determine the matrix   that transforms a vector   perpendicular to the tangent plane   into a vector   perpendicular to the transformed tangent plane   by the following logic:

Write n′ as   We must find  

 

Choosing   such that   or   will satisfy the above equation, giving a   perpendicular to   or an   perpendicular to   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  -dimensional hyperplane in  -dimensional space   given by its parametric representation

 
where   is a point on the hyperplane and   for   are linearly independent vectors pointing along the hyperplane, a normal to the hyperplane is any vector   in the null space of the matrix   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   is a normal.

The definition of a normal to a surface in three-dimensional space can be extended to  -dimensional hypersurfaces in   A hypersurface may be locally defined implicitly as the set of points   satisfying an equation   where   is a given scalar function. If   is continuously differentiable then the hypersurface is a differentiable manifold in the neighbourhood of the points where the gradient is not zero. At these points a normal vector is given by the gradient:

 

The normal line is the one-dimensional subspace with basis  

Varieties defined by implicit equations in n-dimensional space

A differential variety defined by implicit equations in the  -dimensional space   is the set of the common zeros of a finite set of differentiable functions in   variables

 
The Jacobian matrix of the variety is the   matrix whose  -th row is the gradient of   By the implicit function theorem, the variety is a manifold in the neighborhood of a point where the Jacobian matrix has rank   At such a point   the normal vector space is the vector space generated by the values at   of the gradient vectors of the  

In other words, a variety is defined as the intersection of   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   of the variety is the affine subspace passing through   and generated by the normal vector space at  

These definitions may be extended verbatim 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

 
This variety is the union of the  -axis and the  -axis.

At a point   where   the rows of the Jacobian matrix are   and   Thus the normal affine space is the plane of equation   Similarly, if   the normal plane at   is the plane of equation  

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

Uses

Normal in geometric optics

 
Diagram of specular reflection

The normal ray is the outward-pointing ray perpendicular to the surface of an optical medium at a given point.[2] In reflection of light, the angle of incidence and the angle of reflection are respectively the angle between the normal and the incident ray (on the plane of incidence) and the angle between the normal and the reflected ray.

See also

  • Dual space – In mathematics, vector space of linear forms
  • Ellipsoid normal vector
  • Normal bundle – term related to the preceding concept
  • Pseudovector – Physical quantity that changes sign with improper rotation
  • Vertex normal – directional vector associated with a vertex, intended as a replacement to the true geometric normal of the surface

References

  1. ^ Ying Wu. "Radiometry, BRDF and Photometric Stereo" (PDF). Northwestern University.
  2. ^ "The Law of Reflection". The Physics Classroom Tutorial. from the original on April 27, 2009. Retrieved 2008-03-31.

External links

  • Weisstein, Eric W. "Normal Vector". MathWorld.
  • An explanation of normal vectors from Microsoft's MSDN
  • Clear pseudocode for calculating a surface normal from either a triangle or polygon.

normal, geometry, this, article, about, normal, surfaces, normal, curves, frenet, serret, formulas, geometry, normal, object, such, line, vector, that, perpendicular, given, object, example, normal, line, plane, curve, given, point, infinite, line, perpendicul. This article is about the normal to 3D surfaces For the normal to 3D curves see Frenet Serret formulas In geometry a normal is an object such as a line ray or vector that is perpendicular to a given object For example the normal line to a plane curve at a given point is the infinite line perpendicular to the tangent line to the curve at the point A normal vector may have length one a unit vector or its length may represent the curvature of the object a curvature vector its algebraic sign may indicate sides interior or exterior A polygon and its two normal vectors A normal to a surface at a point is the same as a normal to the tangent plane to the surface at the same point In three dimensions a surface normal or simply normal to a surface at point P displaystyle P is a vector perpendicular to the tangent plane of the surface at P The word normal is also used as an adjective a line normal to a plane the normal component of a force the normal vector etc The concept of normality generalizes to orthogonality right angles The concept has been generalized to differentiable manifolds of arbitrary dimension embedded in a Euclidean space The normal vector space or normal space of a manifold at point P displaystyle P is the set of vectors which are orthogonal to the tangent space at P displaystyle 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 light source for flat shading or the orientation of each of the surface s corners vertices to mimic a curved surface with Phong shading 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 normal distance of a point Q to a curve or to a surface is the Euclidean distance between Q and its foot P Contents 1 Normal to surfaces in 3D space 1 1 Calculating a surface normal 1 2 Choice of normal 1 3 Transforming normals 2 Hypersurfaces in n dimensional space 3 Varieties defined by implicit equations in n dimensional space 3 1 Example 4 Uses 5 Normal in geometric optics 6 See also 7 References 8 External linksNormal to surfaces in 3D space Edit A curved surface showing the unit normal vectors blue arrows to the surface Calculating a surface normal Edit For a convex polygon such as a triangle a surface normal can be calculated as the vector cross product of two non parallel edges of the polygon For a plane given by the equation a x b y c z d 0 displaystyle ax by cz d 0 the vector n a b c displaystyle mathbf n a b c is a normal For a plane whose equation is given in parametric formr s t r 0 s p t q displaystyle mathbf r s t mathbf r 0 s mathbf p t mathbf q where r 0 displaystyle mathbf r 0 is a point on the plane and p q displaystyle mathbf p mathbf q are non parallel vectors pointing along the plane a normal to the plane is a vector normal to both p displaystyle mathbf p and q displaystyle mathbf q which can be found as the cross product n p q displaystyle mathbf n mathbf p times mathbf q If a possibly non flat surface S displaystyle S in 3D space R 3 displaystyle mathbb R 3 is parameterized by a system of curvilinear coordinates r s t x s t y s t z s t displaystyle mathbf r s t x s t y s t z s t with s displaystyle s and t displaystyle t real variables then a normal to S is by definition a normal to a tangent plane given by the cross product of the partial derivativesn r s r t displaystyle mathbf n frac partial mathbf r partial s times frac partial mathbf r partial t If a surface S displaystyle S is given implicitly as the set of points x y z displaystyle x y z satisfying F x y z 0 displaystyle F x y z 0 then a normal at a point x y z displaystyle x y z on the surface is given by the gradientn F x y z displaystyle mathbf n nabla F x y z since the gradient at any point is perpendicular to the level set S displaystyle S For a surface S displaystyle S in R 3 displaystyle mathbb R 3 given as the graph of a function z f x y displaystyle z f x y an upward pointing normal can be found either from the parametrization r x y x y f x y displaystyle mathbf r x y x y f x y givingn r x r y 1 0 f x 0 1 f y f x f y 1 displaystyle 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 displaystyle F x y z z f x y 0 giving n F x y z f x f y 1 displaystyle 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 Choice of normal Edit A vector field of normals to a surface The normal to a hyper surface is usually scaled to have unit length 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 the inward pointing normal and outer pointing normal For an oriented surface the normal is usually determined by the right hand rule 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 pseudovector Transforming normals Edit in this section we only use the upper 3 3 displaystyle 3 times 3 matrix as translation is irrelevant to the calculation 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 M displaystyle mathbf M we can determine the matrix W displaystyle mathbf W that transforms a vector n displaystyle mathbf n perpendicular to the tangent plane t displaystyle mathbf t into a vector n displaystyle mathbf n prime perpendicular to the transformed tangent plane M t displaystyle mathbf Mt by the following logic Write n as W n displaystyle mathbf Wn We must find W displaystyle mathbf W W n is perpendicular to M t if and only if 0 W n M t if and only if 0 W n T M t if and only if 0 n T W T M t if and only if 0 n T W T M t displaystyle begin alignedat 5 W mathbb n text is perpendicular to M mathbb t quad amp text if and only if quad 0 W mathbb n cdot M mathbb t amp text if and only if quad 0 W mathbb n mathrm T M mathbb t amp text if and only if quad 0 left mathbb n mathrm T W mathrm T right M mathbb t amp text if and only if quad 0 mathbb n mathrm T left W mathrm T M right mathbb t end alignedat Choosing W displaystyle mathbf W such that W T M I displaystyle W mathrm T M I or W M 1 T displaystyle W M 1 mathrm T will satisfy the above equation giving a W n displaystyle W mathbb n perpendicular to M t displaystyle M mathbb t or an n displaystyle mathbf n prime perpendicular to t displaystyle 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 EditFor an n 1 displaystyle n 1 dimensional hyperplane in n displaystyle n dimensional space R n displaystyle mathbb R n given by its parametric representationr t 1 t n 1 p 0 t 1 p 1 t n 1 p n 1 displaystyle mathbf r left t 1 ldots t n 1 right mathbf p 0 t 1 mathbf p 1 cdots t n 1 mathbf p n 1 where p 0 displaystyle mathbf p 0 is a point on the hyperplane and p i displaystyle mathbf p i for i 1 n 1 displaystyle i 1 ldots n 1 are linearly independent vectors pointing along the hyperplane a normal to the hyperplane is any vector n displaystyle mathbf n in the null space of the matrix P p 1 p n 1 displaystyle P begin bmatrix mathbf p 1 amp cdots amp mathbf p n 1 end bmatrix meaning P n 0 displaystyle P mathbf n mathbf 0 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 a 1 x 1 a n x n c displaystyle a 1 x 1 cdots a n x n c then the vector n a 1 a n displaystyle mathbb 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 displaystyle n 1 dimensional hypersurfaces in R n displaystyle mathbb R n A hypersurface may be locally defined implicitly as the set of points x 1 x 2 x n displaystyle x 1 x 2 ldots x n satisfying an equation F x 1 x 2 x n 0 displaystyle F x 1 x 2 ldots x n 0 where F displaystyle F is a given scalar function If F displaystyle F is continuously differentiable then the hypersurface is a differentiable manifold in the neighbourhood of the points where the gradient is not zero At these points a normal vector is given by the gradient n F x 1 x 2 x n F x 1 F x 2 F x n displaystyle 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 n displaystyle mathbf n Varieties defined by implicit equations in n dimensional space EditA differential variety defined by implicit equations in the n displaystyle n dimensional space R n displaystyle mathbb R n is the set of the common zeros of a finite set of differentiable functions in n displaystyle n variablesf 1 x 1 x n f k x 1 x n displaystyle f 1 left x 1 ldots x n right ldots f k left x 1 ldots x n right The Jacobian matrix of the variety is the k n displaystyle k times n matrix whose i displaystyle i th row is the gradient of f i displaystyle f i By the implicit function theorem the variety is a manifold in the neighborhood of a point where the Jacobian matrix has rank k displaystyle k At such a point P displaystyle P the normal vector space is the vector space generated by the values at P displaystyle P of the gradient vectors of the f i displaystyle f i In other words a variety is defined as the intersection of k displaystyle 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 displaystyle P of the variety is the affine subspace passing through P displaystyle P and generated by the normal vector space at P displaystyle P These definitions may be extended verbatim to the points where the variety is not a manifold Example Edit Let V be the variety defined in the 3 dimensional space by the equationsx y 0 z 0 displaystyle x y 0 quad z 0 This variety is the union of the x displaystyle x axis and the y displaystyle y axis At a point a 0 0 displaystyle a 0 0 where a 0 displaystyle a neq 0 the rows of the Jacobian matrix are 0 0 1 displaystyle 0 0 1 and 0 a 0 displaystyle 0 a 0 Thus the normal affine space is the plane of equation x a displaystyle x a Similarly if b 0 displaystyle b neq 0 the normal plane at 0 b 0 displaystyle 0 b 0 is the plane of equation y b displaystyle y b At the point 0 0 0 displaystyle 0 0 0 the rows of the Jacobian matrix are 0 0 1 displaystyle 0 0 1 and 0 0 0 displaystyle 0 0 0 Thus the normal vector space and the normal affine space have dimension 1 and the normal affine space is the z displaystyle z axis Uses EditSurface normals are useful in defining surface integrals of vector fields Surface normals are commonly used in 3D computer graphics for lighting calculations see Lambert s cosine law often adjusted by normal mapping Render layers containing surface normal information may be used in digital compositing to change the apparent lighting of rendered elements citation needed In computer vision the shapes of 3D objects are estimated from surface normals using photometric stereo 1 Normal in geometric optics EditMain article Specular reflection Diagram of specular reflection The normal ray is the outward pointing ray perpendicular to the surface of an optical medium at a given point 2 In reflection of light the angle of incidence and the angle of reflection are respectively the angle between the normal and the incident ray on the plane of incidence and the angle between the normal and the reflected ray See also EditDual space In mathematics vector space of linear forms Ellipsoid normal vector Normal bundle term related to the preceding conceptPages displaying wikidata descriptions as a fallback via Module Annotated link Pseudovector Physical quantity that changes sign with improper rotation Vertex normal directional vector associated with a vertex intended as a replacement to the true geometric normal of the surfacePages displaying wikidata descriptions as a fallback via Module Annotated linkReferences Edit Ying Wu Radiometry BRDF and Photometric Stereo PDF Northwestern University The Law of Reflection The Physics Classroom Tutorial Archived from the original on April 27 2009 Retrieved 2008 03 31 External links EditWeisstein Eric W Normal Vector MathWorld An explanation of normal vectors from Microsoft s MSDN Clear pseudocode for calculating a surface normal from either a triangle or polygon Retrieved from https en wikipedia org w index php title Normal geometry amp oldid 1115796469, wikipedia, wiki, book, books, library,

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