Line–plane Intersection
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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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Line Plane
Line most often refers to: * Line (geometry), object with zero thickness and curvature that stretches to infinity * Telephone line, a single-user circuit on a telephone communication system Line, lines, The Line, or LINE may also refer to: Arts, entertainment, and media Films * ''Lines'' (film), a 2016 Greek film * ''The Line'' (2017 film) * ''The Line'' (2009 film) * ''The Line'', a 2009 independent film by Nancy Schwartzman Podcasts * ''The Line'' (podcast), 2021 by Dan Taberski Literature * Line (comics), a term to describe a subset of comic book series by a publisher * ''Line'' (play), by Israel Horovitz, 1967 * Line (poetry), the fundamental unit of poetic composition * "Lines" (poem), an 1837 poem by Emily Brontë * ''The Line'' (memoir), by Arch and Martin Flanagan * ''The Line'' (play), by Timberlake Wertenbaker, 2009 Music Albums * ''Lines'' (The Walker Brothers album), 1976 * ''Lines'' (Pandelis Karayorgis album), 1995 * ''Lines'' (Unthanks album), 2 ...
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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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Computational Physics
Computational physics is the study and implementation of numerical analysis to solve problems in physics for which a quantitative theory already exists. Historically, computational physics was the first application of modern computers in science, and is now a subset of computational science. It is sometimes regarded as a subdiscipline (or offshoot) of theoretical physics, but others consider it an intermediate branch between theoretical and experimental physics - an area of study which supplements both theory and experiment. Overview In physics, different theories based on mathematical models provide very precise predictions on how systems behave. Unfortunately, it is often the case that solving the mathematical model for a particular system in order to produce a useful prediction is not feasible. This can occur, for instance, when the solution does not have a closed-form expression, or is too complicated. In such cases, numerical approximations are required. Computational phys ...
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Euclidean Geometry
Euclidean geometry is a mathematical system attributed to ancient Greek mathematics, Greek mathematician Euclid, which he described in his textbook on geometry: the ''Euclid's Elements, Elements''. Euclid's approach consists in assuming a small set of intuitively appealing axioms (postulates) and deducing many other propositions (theorems) from these. Although many of Euclid's results had been stated earlier,. Euclid was the first to organize these propositions into a logic, logical system in which each result is ''mathematical proof, proved'' from axioms and previously proved theorems. The ''Elements'' begins with plane geometry, still taught in secondary school (high school) as the first axiomatic system and the first examples of mathematical proofs. It goes on to the solid geometry of three dimensions. Much of the ''Elements'' states results of what are now called algebra and number theory, explained in geometrical language. For more than two thousand years, the adjective " ...
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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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Plücker Coordinates
In geometry, Plücker coordinates, introduced by Julius Plücker in the 19th century, are a way to assign six homogeneous coordinates to each line in projective 3-space, P3. Because they satisfy a quadratic constraint, they establish a one-to-one correspondence between the 4-dimensional space of lines in P3 and points on a quadric in P5 (projective 5-space). A predecessor and special case of Grassmann coordinates (which describe ''k''-dimensional linear subspaces, or ''flats'', in an ''n''-dimensional Euclidean space), Plücker coordinates arise naturally in geometric algebra. They have proved useful for computer graphics, and also can be extended to coordinates for the screws and wrenches in the theory of kinematics used for robot control. Geometric intuition A line L in 3-dimensional Euclidean space is determined by two distinct points that it contains, or by two distinct planes that contain it. Consider the first case, with points x=(x_1,x_2,x_3) and y=(y_1,y_2,y_3). The ...
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Intersection Of A Polyhedron With A Line
In computational geometry, the problem of computing the intersection of a polyhedron with a line has important applications in computer graphics, optimization, and even in some Monte Carlo methods. It can be viewed as a three-dimensional version of the line clipping problem.. If the polyhedron is given as the intersection of a finite number of halfspaces, then one may partition the halfspaces into three subsets: the ones that include only one infinite end of the line, the ones that include the other end, and the ones that include both ends. The halfspaces that include both ends must be parallel to the given line, and do not contribute to the solution. Each of the other two subsets (if it is non-empty) contributes a single endpoint to the intersection, which may be found by intersecting the line with each of the halfplane boundary planes and choosing the intersection point that is closest to the end of the line contained by the halfspaces in the subset. This method, a variant of th ...
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3D Reconstruction
In computer vision and computer graphics, 3D reconstruction is the process of capturing the shape and appearance of real objects. This process can be accomplished either by active or passive methods. If the model is allowed to change its shape in time, this is referred to as spatio-temporal reconstruction, non-rigid or spatio-temporal reconstruction. Motivation and applications The research of 3D reconstruction has always been a difficult goal. By Using 3D reconstruction one can determine any object's 3D profile, as well as knowing the 3D coordinate of any point on the profile. The 3D reconstruction of objects is a generally scientific problem and core technology of a wide variety of fields, such as Computer Aided Geometric Design (CAGD), computer graphics, computer animation, computer vision, medical imaging, computational science, virtual reality, digital media, etc. For instance, the lesion information of the patients can be presented in 3D on the computer, which offers a new ...
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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 rasterization- ...
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Matrix Inversion
In linear algebra, an -by- square matrix is called invertible (also nonsingular or nondegenerate), if there exists an -by- square matrix such that :\mathbf = \mathbf = \mathbf_n \ where denotes the -by- identity matrix and the multiplication used is ordinary matrix multiplication. If this is the case, then the matrix is uniquely determined by , and is called the (multiplicative) ''inverse'' of , denoted by . Matrix inversion is the process of finding the matrix that satisfies the prior equation for a given invertible matrix . A square matrix that is ''not'' invertible is called singular or degenerate. A square matrix is singular if and only if its determinant is zero. Singular matrices are rare in the sense that if a square matrix's entries are randomly selected from any finite region on the number line or complex plane, the probability that the matrix is singular is 0, that is, it will "almost never" be singular. Non-square matrices (-by- matrices for which ) do not hav ...
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Parallelogram
In Euclidean geometry, a parallelogram is a simple (non- self-intersecting) quadrilateral with two pairs of parallel sides. The opposite or facing sides of a parallelogram are of equal length and the opposite angles of a parallelogram are of equal measure. The congruence of opposite sides and opposite angles is a direct consequence of the Euclidean parallel postulate and neither condition can be proven without appealing to the Euclidean parallel postulate or one of its equivalent formulations. By comparison, a quadrilateral with just one pair of parallel sides is a trapezoid in American English or a trapezium in British English. The three-dimensional counterpart of a parallelogram is a parallelepiped. The etymology (in Greek παραλληλ-όγραμμον, ''parallēl-ógrammon'', a shape "of parallel lines") reflects the definition. Special cases *Rectangle – A parallelogram with four angles of equal size (right angles). *Rhombus – A parallelogram with four sides of eq ...
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