Line–sphere Intersection
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Line–sphere Intersection
In analytic geometry, a line and a sphere can intersect in three ways: # No intersection at all # Intersection in exactly one point # Intersection in two points. Methods for distinguishing these cases, and determining the coordinates for the points in the latter cases, are useful in a number of circumstances. For example, it is a common calculation to perform during ray tracing. Calculation using vectors in 3D In vector notation, the equations are as follows: Equation for a sphere :\left\Vert \mathbf - \mathbf \right\Vert^2=r^2 :*\mathbf : points on the sphere :*\mathbf : center point :*r : radius of the sphere Equation for a line starting at \mathbf :\mathbf=\mathbf + d\mathbf :*\mathbf : points on the line :*\mathbf : origin of the line :*d : distance from the origin of the line :*\mathbf : direction of line (a non-zero vector) Searching for points that are on the line and on the sphere means combining the equations and solving for d, involving the dot product of vect ...
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Quadratic Formula
In elementary algebra, the quadratic formula is a formula that provides the solution(s) to a quadratic equation. There are other ways of solving a quadratic equation instead of using the quadratic formula, such as factoring (direct factoring, grouping, AC method), completing the square, graphing and others. Given a general quadratic equation of the form :ax^2+bx+c=0 with representing an unknown, with , and representing constants, and with , the quadratic formula is: :x = \frac where the plus–minus symbol "±" indicates that the quadratic equation has two solutions. Written separately, they become: : x_1=\frac\quad\text\quad x_2=\frac Each of these two solutions is also called a root (or zero) of the quadratic equation. Geometrically, these roots represent the -values at which ''any'' parabola, explicitly given as , crosses the -axis. As well as being a formula that yields the zeros of any parabola, the quadratic formula can also be used to identify the axis of ...
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Geometric Algorithms
The following is a list of well-known algorithms along with one-line descriptions for each. Automated planning Combinatorial algorithms General combinatorial algorithms * Brent's algorithm: finds a cycle in function value iterations using only two iterators * Floyd's cycle-finding algorithm: finds a cycle in function value iterations * Gale–Shapley algorithm: solves the stable marriage problem * Pseudorandom number generators (uniformly distributed—see also List of pseudorandom number generators for other PRNGs with varying degrees of convergence and varying statistical quality): ** ACORN generator ** Blum Blum Shub ** Lagged Fibonacci generator ** Linear congruential generator ** Mersenne Twister Graph algorithms * Coloring algorithm: Graph coloring algorithm. * Hopcroft–Karp algorithm: convert a bipartite graph to a maximum cardinality matching * Hungarian algorithm: algorithm for finding a perfect matching * Prüfer coding: conversion between a labeled tree and ...
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Plane–sphere Intersection
A circle of a sphere is a circle that lies on a sphere. Such a circle can be formed as the intersection of a sphere and a plane, or of two spheres. Circles of a sphere are the spherical geometry analogs of generalised circles in Euclidean space. A circle on a sphere whose plane passes through the center of the sphere is called a '' great circle'', analogous to a Euclidean straight line; otherwise it is a small circle, analogous to a Euclidean circle. Circles of a sphere have radius less than or equal to the sphere radius, with equality when the circle is a great circle. A circle of a sphere can also be characterized as the locus of points on the sphere at uniform distance from a given center point, or as a spherical curve of constant curvature. On the earth In the geographic coordinate system on a globe, the parallels of latitude are small circles, with the Equator the only great circle. By contrast, all meridians of longitude, paired with their opposite meridian in the ot ...
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Plane–plane Intersection
In mathematics, a plane is a Euclidean (flat), two-dimensional surface that extends indefinitely. A plane is the two-dimensional analogue of a point (zero dimensions), a line (one dimension) and three-dimensional space. Planes can arise as subspaces of some higher-dimensional space, as with one of a room's walls, infinitely extended, or they may enjoy an independent existence in their own right, as in the setting of two-dimensional Euclidean geometry. Sometimes the word ''plane'' is used more generally to describe a two-dimensional surface, for example the hyperbolic plane and elliptic plane. When working exclusively in two-dimensional Euclidean space, the definite article is used, so ''the'' plane refers to the whole space. Many fundamental tasks in mathematics, geometry, trigonometry, graph theory, and graphing are performed in a two-dimensional space, often in the plane. Euclidean geometry Euclid set forth the first great landmark of mathematical thought, an axiomati ...
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Line–plane Intersection
In analytic geometry, the intersection of a line and a plane in three-dimensional space can be the empty set, a point, or a line. It is the entire line if that line is embedded in the plane, and is the empty set if the line is parallel to the plane but outside it. Otherwise, the line cuts through the plane at a single point. Distinguishing these cases, and determining equations for the point and line in the latter cases, have use in computer graphics, motion planning, and collision detection. Algebraic form In vector notation, a plane can be expressed as the set of points \mathbf for which :(\mathbf-\mathbf)\cdot\mathbf = 0 where \mathbf is a normal vector to the plane and \mathbf is a point on the plane. (The notation \mathbf\cdot\mathbf denotes the dot product of the vectors \mathbf and \mathbf.) The vector equation for a line is :\mathbf = \mathbf + \mathbf\ d \quad d\in\mathbb where \mathbf is a vector in the direction of the line, \mathbf is a point on the line, and d ...
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Analytic Geometry
In classical mathematics, analytic geometry, also known as coordinate geometry or Cartesian geometry, is the study of geometry using a coordinate system. This contrasts with synthetic geometry. Analytic geometry is used in physics and engineering, and also in aviation, rocketry, space science, and spaceflight. It is the foundation of most modern fields of geometry, including algebraic, differential, discrete and computational geometry. Usually the Cartesian coordinate system is applied to manipulate equations for planes, straight lines, and circles, often in two and sometimes three dimensions. Geometrically, one studies the Euclidean plane (two dimensions) and Euclidean space. As taught in school books, analytic geometry can be explained more simply: it is concerned with defining and representing geometric shapes in a numerical way and extracting numerical information from shapes' numerical definitions and representations. That the algebra of the real numbers can be emplo ...
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Intersection (geometry)
In geometry, an intersection is a point, line, or curve common to two or more objects (such as lines, curves, planes, and surfaces). The simplest case in Euclidean geometry is the line–line intersection between two distinct lines, which either is one point or does not exist (if the lines are parallel). Other types of geometric intersection include: * Line–plane intersection * Line–sphere intersection * Intersection of a polyhedron with a line * Line segment intersection * Intersection curve Determination of the intersection of flats – linear geometric objects embedded in a higher-dimensional space – is a simple task of linear algebra, namely the solution of a system of linear equations. In general the determination of an intersection leads to non-linear equations, which can be solved numerically, for example using Newton iteration. Intersection problems between a line and a conic section (circle, ellipse, parabola, etc.) or a quadric (sphere, cylinder, hyperboloi ...
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Dot Product
In mathematics, the dot product or scalar productThe term ''scalar product'' means literally "product with a scalar as a result". It is also used sometimes for other symmetric bilinear forms, for example in a pseudo-Euclidean space. is an algebraic operation that takes two equal-length sequences of numbers (usually coordinate vectors), and returns a single number. In Euclidean geometry, the dot product of the Cartesian coordinates of two vectors is widely used. It is often called the inner product (or rarely projection product) of Euclidean space, even though it is not the only inner product that can be defined on Euclidean space (see Inner product space for more). Algebraically, the dot product is the sum of the products of the corresponding entries of the two sequences of numbers. Geometrically, it is the product of the Euclidean magnitudes of the two vectors and the cosine of the angle between them. These definitions are equivalent when using Cartesian coordinates. I ...
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Analytic Geometry
In classical mathematics, analytic geometry, also known as coordinate geometry or Cartesian geometry, is the study of geometry using a coordinate system. This contrasts with synthetic geometry. Analytic geometry is used in physics and engineering, and also in aviation, rocketry, space science, and spaceflight. It is the foundation of most modern fields of geometry, including algebraic, differential, discrete and computational geometry. Usually the Cartesian coordinate system is applied to manipulate equations for planes, straight lines, and circles, often in two and sometimes three dimensions. Geometrically, one studies the Euclidean plane (two dimensions) and Euclidean space. As taught in school books, analytic geometry can be explained more simply: it is concerned with defining and representing geometric shapes in a numerical way and extracting numerical information from shapes' numerical definitions and representations. That the algebra of the real numbers can be emplo ...
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Vector Notation
In mathematics and physics, vector notation is a commonly used notation for representing vectors, which may be Euclidean vectors, or more generally, members of a vector space. For representing a vector, the common typographic convention is lower case, upright boldface type, as in . The International Organization for Standardization (ISO) recommends either bold italic serif, as in , or non-bold italic serif accented by a right arrow, as in \vec. In advanced mathematics, vectors are often represented in a simple italic type, like any variable. History In 1835 Giusto Bellavitis introduced the idea of equipollent directed line segments AB \bumpeq CD which resulted in the concept of a vector as an equivalence class of such segments. The term ''vector'' was coined by W. R. Hamilton around 1843, as he revealed quaternions, a system which uses vectors and scalars to span a four-dimensional space. For a quaternion ''q'' = ''a'' + ''b''i + ''c''j + ''d''k, Hamilton used two pro ...
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Ray Tracing (graphics)
In 3D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images. On a spectrum of computational cost and visual fidelity, ray tracing-based rendering techniques, such as ray casting, recursive ray tracing, distribution ray tracing, photon mapping and path tracing, are generally slower and higher fidelity than scanline rendering methods. Thus, ray tracing was first deployed in applications where taking a relatively long time to render could be tolerated, such as in still computer-generated images, and film and television visual effects (VFX), but was less suited to real-time applications such as video games, where speed is critical in rendering each frame. Since 2018, however, hardware acceleration for real-time ray tracing has become standard on new commercial graphics cards, and graphics APIs have followed suit, allowing developers to use hybrid ray tracing and rasteriz ...
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