In geometry, a normal is an object (e.g. a line, ray, or vector) that is perpendicular to a given object. For example, the normal line to a plane curve at a given point is the line perpendicular to the tangent line to the curve at the point.
A normal vector of length one is called a unit normal vector. A curvature vector is a normal vector whose length is the curvature of the object. Multiplying a normal vector by results in the opposite vector, which may be used for indicating sides (e.g., interior or exterior).
In three-dimensional space, a surface normal, or simply normal, to a surface at point is a vector perpendicular to the tangent plane of the surface at . The word normal is also used as an adjective: a line normal to a plane, the normal component of a force, the normal vector, etc. The concept of normality generalizes to orthogonality (right angles).
The concept has been generalized to differentiable manifolds of arbitrary dimension embedded in a Euclidean space. The normal vector space or normal space of a manifold at point
P
P.
The normal is often used in 3D computer graphics (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 of a point Q to a curve or to a surface is the Euclidean distance between Q and its foot P.
For a convex polygon (such as a triangle), a surface normal can be calculated as the vector cross product of two (non-parallel) edges of the polygon.
For a plane given by the equation
ax+by+cz+d=0,
n=(a,b,c)
For a plane whose equation is given in parametric form where
r0
p,q
p
q,
n=p x q.
If a (possibly non-flat) surface
S
\R3
r(s,t)=(x(s,t),y(s,t),z(s,t)),
s
t
If a surface
S
(x,y,z)
F(x,y,z)=0,
(x,y,z)
S.
For a surface
S
\R3
z=f(x,y),
r(x,y)=(x,y,f(x,y)),
F(x,y,z)=z-f(x,y)=0,
n=\nablaF(x,y,z)=\left(-\tfrac{\partialf}{\partialx},-\tfrac{\partialf}{\partialy},1\right).
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 of a set in three dimensions, one can distinguish between two normal orientations, the inward-pointing normal and outer-pointing normal. For an oriented surface, the normal is usually determined by the right-hand rule 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.
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
M,
W
n
t
n\prime
Mt,
Write n′ as
Wn.
W.
Choosing
W
WTM=I,
W=(M-1)T,
Wn
Mt,
n\prime
t\prime,
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.
For an
(n-1)
n
\Rn
p0
pi
i=1,\ldots,n-1
n
P=\begin{bmatrix}p1& … &pn-1\end{bmatrix},
Pn=0.
a1x1+ … +anxn=c,
n=\left(a1,\ldots,an\right)
The definition of a normal to a surface in three-dimensional space can be extended to
(n-1)
\Rn.
(x1,x2,\ldots,xn)
F(x1,x2,\ldots,xn)=0,
F
F
The normal line is the one-dimensional subspace with basis
\{n\}.
A differential variety defined by implicit equations in the
n
\Rn
n
k x n
i
fi.
k.
P,
P
fi.
In other words, a variety is defined as the intersection of
k
The normal (affine) space at a point
P
P
P.
These definitions may be extended to the points where the variety is not a manifold.
Let V be the variety defined in the 3-dimensional space by the equations This variety is the union of the
x
y
At a point
(a,0,0),
a ≠ 0,
(0,0,1)
(0,a,0).
x=a.
b ≠ 0,
(0,b,0)
y=b.
At the point
(0,0,0)
(0,0,1)
(0,0,0).
z
See main article: Specular reflection.
The is the outward-pointing ray perpendicular to the surface of an optical medium at a given point.[2] In reflection of light, the angle of incidence and the angle of reflection 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.