Hesse normal form explained

The Hesse normal form named after Otto Hesse, is an equation used in analytic geometry, and describes a line in

R2

or a plane in Euclidean space

R3

or a hyperplane in higher dimensions.[1] [2] It is primarily used for calculating distances (see point-plane distance and point-line distance).

It is written in vector notation as

\vecr\vecn0-d=0.

The dot

indicates the scalar product or dot product.Vector

\vecr

points from the origin of the coordinate system, O, to any point P that lies precisely in plane or on line E. The vector

\vecn0

represents the unit normal vector of plane or line E. The distance

d\ge0

is the shortest distance from the origin O to the plane or line.

Derivation/Calculation from the normal form

Note: For simplicity, the following derivation discusses the 3D case. However, it is also applicable in 2D.

In the normal form,

(\vecr-\veca)\vecn=0

a plane is given by a normal vector

\vecn

as well as an arbitrary position vector

\veca

of a point

A\inE

. The direction of

\vecn

is chosen to satisfy the following inequality

\veca\vecn\geq0

By dividing the normal vector

\vecn

by its magnitude

|\vecn|

, we obtain the unit (or normalized) normal vector

\vecn0={{\vecn}\over{|\vecn|}}

and the above equation can be rewritten as

(\vecr-\veca)\vecn0=0.

Substituting

d=\veca\vecn0\geq0

we obtain the Hesse normal form

\vecr\vecn0-d=0.

In this diagram, d is the distance from the origin. Because

\vecr\vecn0=d

holds for every point in the plane, it is also true at point Q (the point where the vector from the origin meets the plane E), with

\vecr=\vecrs

, per the definition of the Scalar product

d=\vecrs\vecn0=|\vecrs||\vecn0|\cos(0\circ)=|\vecrs|1=|\vecrs|.

The magnitude

|\vecrs|

of

{\vecrs}

is the shortest distance from the origin to the plane.

Distance to a line

The quadrance (distance squared) from a line

ax+by+c=0

to a point

(x,y)

is
(ax+by+c)2
a2+b2

.

If

(a,b)

has unit length then this becomes

(ax+by+c)2.

Notes and References

  1. .
  2. John Vince: Geometry for Computer Graphics. Springer, 2005,, pp. 42, 58, 135, 273