ENCYCLOPEDIA 4U .com



Encyclopedia Home Page

Google
  Web Encyclopedia4u.com

 

Surface normal

A surface normal, or just normal, is a three dimensional vector which is perpendicular to a given surface (such as a triangle). They are commonly used, in addition to other areas, in 3D computer graphics for lighting calculations—a surface's normal in comparison to a light source determines how the surface will be lit (dark, bright).


A polygon and its normal

For a polygon the surface normal can be calculated as the the vector cross product of two edges of the polygon.

In 3-D computer graphics, triangles are often used as the basic "building blocks" of a polygon since triangles are guaranteed to be planar. That is, given three points in space (x, y, z), the smallest surface connecting them all is guaranteed to be a flat plane. The same is not necessarily true for more complex polygons, such as quadrilaterals. A quad can be a flat plane, but given any four points, there is no guarantee that a flat plane connecting all four points can be generated. Since only one normal can exist for any given surface, bent surfaces (such as on a sphere) have to be broken up into component triangles.

See also: computer graphics

External Link





Content on this web site is provided for informational purposes only. We accept no responsibility for any loss, injury or inconvenience sustained by any person resulting from information published on this site. We encourage you to verify any critical information with the relevant authorities.



Copyright © 2005 Par Web Solutions All Rights reserved.
| Privacy

This article is licensed under the GNU Free Documentation License. It uses material from the Wikipedia article "Surface normal".