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In geometry, a normal is an
object Object may refer to: General meanings * Object (philosophy), a thing, being, or concept ** Object (abstract), an object which does not exist at any particular time or place ** Physical object, an identifiable collection of matter * Goal, an ...
such as a
line 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: Art ...
,
ray Ray may refer to: Fish * Ray (fish), any cartilaginous fish of the superorder Batoidea * Ray (fish fin anatomy), a bony or horny spine on a fin Science and mathematics * Ray (geometry), half of a line proceeding from an initial point * Ray (gr ...
, or vector that is
perpendicular In elementary geometry, two geometric objects are perpendicular if they intersect at a right angle (90 degrees or π/2 radians). The condition of perpendicularity may be represented graphically using the ''perpendicular symbol'', ⟂. It can ...
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 In mathematics, a unit vector in a normed vector space is a vector (often a spatial vector) of length 1. A unit vector is often denoted by a lowercase letter with a circumflex, or "hat", as in \hat (pronounced "v-hat"). The term ''direction vec ...
) or its length may represent the curvature of the object (a '' curvature vector''); its algebraic sign may indicate sides (interior or exterior). In three dimensions, a surface normal, or simply normal, to a surface at point P is a vector
perpendicular In elementary geometry, two geometric objects are perpendicular if they intersect at a right angle (90 degrees or π/2 radians). The condition of perpendicularity may be represented graphically using the ''perpendicular symbol'', ⟂. It can ...
to the tangent plane of the surface at P. The word "normal" is also used as an adjective: a
line 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: Art ...
''normal'' to a
plane Plane(s) most often refers to: * Aero- or airplane, a powered, fixed-wing aircraft * Plane (geometry), a flat, 2-dimensional surface Plane or planes may also refer to: Biology * Plane (tree) or ''Platanus'', wetland native plant * ''Planes' ...
, the ''normal'' component of a force, the normal vector, etc. The concept of normality generalizes to
orthogonality In mathematics, orthogonality is the generalization of the geometric notion of ''perpendicularity''. By extension, orthogonality is also used to refer to the separation of specific features of a system. The term also has specialized meanings in ...
( right angles). The concept has been generalized to
differentiable manifold In mathematics, a differentiable manifold (also differential manifold) is a type of manifold that is locally similar enough to a vector space to allow one to apply calculus. Any manifold can be described by a collection of charts (atlas). One m ...
s of arbitrary dimension embedded in a Euclidean space. The normal vector space or normal space of a manifold at point P is the set of vectors which are orthogonal to the tangent space 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 3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for t ...
(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 In geometry, the perpendicular distance between two objects is the distance from one to the other, measured along a line that is perpendicular to one or both. The distance from a point to a line is the distance to the nearest point on that line. Th ...
'' of a point ''Q'' to a curve or to a surface is the
Euclidean distance In mathematics, the Euclidean distance between two points in Euclidean space is the length of a line segment between the two points. It can be calculated from the Cartesian coordinates of the points using the Pythagorean theorem, therefore o ...
between ''Q'' and its foot ''P''.


Normal to surfaces in 3D space


Calculating a surface normal

For a
convex Convex or convexity may refer to: Science and technology * Convex lens, in optics Mathematics * Convex set, containing the whole line segment that joins points ** Convex polygon, a polygon which encloses a convex set of points ** Convex polyto ...
polygon (such as a triangle), a surface normal can be calculated as the vector
cross product In mathematics, the cross product or vector product (occasionally directed area product, to emphasize its geometric significance) is a binary operation on two vectors in a three-dimensional oriented Euclidean vector space (named here E), and is d ...
of two (non-parallel) edges of the polygon. For a
plane Plane(s) most often refers to: * Aero- or airplane, a powered, fixed-wing aircraft * Plane (geometry), a flat, 2-dimensional surface Plane or planes may also refer to: Biology * Plane (tree) or ''Platanus'', wetland native plant * ''Planes' ...
given by the equation 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(s,t) = \mathbf_0 + s \mathbf + t \mathbf, where \mathbf_0 is a point on the plane and \mathbf, \mathbf are non-parallel vectors pointing along the plane, a normal to the plane is a vector normal to both \mathbf and \mathbf, which can be found as the
cross product In mathematics, the cross product or vector product (occasionally directed area product, to emphasize its geometric significance) is a binary operation on two vectors in a three-dimensional oriented Euclidean vector space (named here E), and is d ...
\mathbf=\mathbf\times\mathbf. If a (possibly non-flat) surface S in 3D space \R^3 is parameterized by a system of
curvilinear coordinates In geometry, curvilinear coordinates are a coordinate system for Euclidean space in which the coordinate lines may be curved. These coordinates may be derived from a set of Cartesian coordinates by using a transformation that is locally i ...
\mathbf(s, t) = (x(s, t), y(s, t), z(s, t)), with s and t
real Real may refer to: Currencies * Brazilian real (R$) * Central American Republic real * Mexican real * Portuguese real * Spanish real * Spanish colonial real Music Albums * ''Real'' (L'Arc-en-Ciel album) (2000) * ''Real'' (Bright album) (2010) ...
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=\frac \times \frac. 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 gradient \mathbf = \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(x,y)=(x,y,f(x,y)), giving \mathbf = \frac \times \frac = \left(1,0,\tfrac\right) \times \left(0,1,\tfrac\right) = \left(-\tfrac, -\tfrac,1\right); or more simply from its implicit form F(x, y, z) = z-f(x,y) = 0, giving \mathbf = \nabla F(x, y, z) = \left(-\tfrac, -\tfrac, 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 A cone is a three-dimensional geometric shape that tapers smoothly from a flat base (frequently, though not necessarily, circular) to a point called the apex or vertex. A cone is formed by a set of line segments, half-lines, or lines conn ...
. In general, it is possible to define a normal almost everywhere for a surface that is
Lipschitz continuous In mathematical analysis, Lipschitz continuity, named after German mathematician Rudolf Lipschitz, is a strong form of uniform continuity for functions. Intuitively, a Lipschitz continuous function is limited in how fast it can change: there ex ...
.


Choice of normal

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 In topology and mathematics in general, the boundary of a subset of a topological space is the set of points in the closure of not belonging to the interior of . An element of the boundary of is called a boundary point of . The term bound ...
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 In mathematics and physics, the right-hand rule is a common mnemonic for understanding orientation of axes in three-dimensional space. It is also a convenient method for quickly finding the direction of a cross-product of 2 vectors. Most of t ...
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 In physics and mathematics, a pseudovector (or axial vector) is a quantity that is defined as a function of some vectors or other geometric shapes, that resembles a vector, and behaves like a vector in many situations, but is changed into its ...
.


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, we can determine the matrix \mathbf that transforms a vector \mathbf perpendicular to the tangent plane \mathbf into a vector \mathbf^ perpendicular to the transformed tangent plane \mathbf, by the following logic: Write n′ as \mathbf. We must find \mathbf. \begin W\mathbb n \text M\mathbb t \quad \, &\text \quad 0 = (W \mathbb n) \cdot (M \mathbb t) \\ &\text \quad 0 = (W \mathbb)^\mathrm (M \mathbb) \\ &\text \quad 0 = \left(\mathbb^\mathrm W^\mathrm\right) (M \mathbb) \\ &\text \quad 0 = \mathbb^\mathrm \left(W^\mathrm M\right) \mathbb \\ \end Choosing \mathbf such that W^\mathrm M = I, or W = (M^)^\mathrm, will satisfy the above equation, giving a W \mathbb n perpendicular to M \mathbb t, or an \mathbf^ perpendicular to \mathbf^, 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
hyperplane In geometry, a hyperplane is a subspace whose dimension is one less than that of its ''ambient space''. For example, if a space is 3-dimensional then its hyperplanes are the 2-dimensional planes, while if the space is 2-dimensional, its hyperp ...
in n-dimensional space \R^n given by its parametric representation \mathbf\left(t_1, \ldots, t_\right) = \mathbf_0 + t_1 \mathbf_1 + \cdots + t_\mathbf_, where \mathbf_0 is a point on the hyperplane and \mathbf_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
null space In mathematics, the kernel of a linear map, also known as the null space or nullspace, is the linear subspace of the domain of the map which is mapped to the zero vector. That is, given a linear map between two vector spaces and , the kern ...
of the matrix P = \begin\mathbf_1 & \cdots &\mathbf_\end, meaning 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_1x_1+\cdots+a_nx_n = c, then the vector \mathbb = \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
hypersurface In geometry, a hypersurface is a generalization of the concepts of hyperplane, plane curve, and surface. A hypersurface is a manifold or an algebraic variety of dimension , which is embedded in an ambient space of dimension , generally a Euclidean ...
s in \R^n. A hypersurface may be locally defined implicitly as the set of points (x_1, x_2, \ldots, x_n) satisfying an equation F(x_1, x_2, \ldots, x_n) = 0, where F is a given scalar function. If F is
continuously differentiable In mathematics, a differentiable function of one real variable is a function whose derivative exists at each point in its domain. In other words, the graph of a differentiable function has a non-vertical tangent line at each interior point in it ...
then the hypersurface is a
differentiable manifold In mathematics, a differentiable manifold (also differential manifold) is a type of manifold that is locally similar enough to a vector space to allow one to apply calculus. Any manifold can be described by a collection of charts (atlas). One m ...
in the neighbourhood of the points where the gradient 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, \tfrac, \ldots, \tfrac \right)\,. 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 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 Jacobian matrix 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
manifold In mathematics, a manifold is a topological space that locally resembles Euclidean space near each point. More precisely, an n-dimensional manifold, or ''n-manifold'' for short, is a topological space with the property that each point has 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
affine subspace In mathematics, an affine space is a geometric structure that generalizes some of the properties of Euclidean spaces in such a way that these are independent of the concepts of distance and measure of angles, keeping only the properties relate ...
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
surface integral In mathematics, particularly multivariable calculus, a surface integral is a generalization of multiple integrals to integration over surfaces. It can be thought of as the double integral analogue of the line integral. Given a surface, one m ...
s of vector fields. * Surface normals are commonly used in
3D computer graphics 3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for t ...
for
lighting Lighting or illumination is the deliberate use of light to achieve practical or aesthetic effects. Lighting includes the use of both artificial light sources like lamps and light fixtures, as well as natural illumination by capturing dayligh ...
calculations (see
Lambert's cosine law In optics, Lambert's cosine law says that the radiant intensity or luminous intensity observed from an ideal diffusely reflecting surface or ideal diffuse radiator is directly proportional to the cosine of the angle ''θ'' between the direction ...
), often adjusted by normal mapping. * Render layers containing surface normal information may be used in
digital compositing Digital compositing is the process of digitally assembling multiple images to make a final image, typically for print, motion pictures or screen display. It is the digital analogue of optical film compositing. Mathematics The basic operation us ...
to change the apparent lighting of rendered elements. * In
computer vision Computer vision is an interdisciplinary scientific field that deals with how computers can gain high-level understanding from digital images or videos. From the perspective of engineering, it seeks to understand and automate tasks that the human ...
, the shapes of 3D objects are estimated from surface normals using
photometric stereo Photometric stereo is a technique in computer vision for estimating the surface normals of objects by observing that object under different lighting conditions. It is based on the fact that the amount of light reflected by a surface is dependent ...
.


Normal in geometric optics

The is the outward-pointing ray
perpendicular In elementary geometry, two geometric objects are perpendicular if they intersect at a right angle (90 degrees or π/2 radians). The condition of perpendicularity may be represented graphically using the ''perpendicular symbol'', ⟂. It can ...
to the surface of an optical medium at a given point. In reflection of light, the angle of incidence and the
angle of reflection Reflection is the change in direction of a wavefront at an interface between two different media so that the wavefront returns into the medium from which it originated. Common examples include the reflection of light, sound and water waves. The ...
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

* * * * *


References


External links

* * A
explanation of normal vectors
from Microsoft's MSDN * Clear pseudocode fo
calculating a surface normal
from either a triangle or polygon. {{Authority control Surfaces Vector calculus 3D computer graphics Orthogonality