In analytic geometry, a line and a sphere can intersect in three ways:
- No intersection at all
- Intersection in exactly one point
- Intersection in two points.
Methods for distinguishing these cases, and determining the coordinates for the points in the latter cases, are useful in a number of circumstances. For example, it is a common calculation to perform during ray tracing.
Calculation using vectors in 3D
In vector notation, the equations are as follows:
Equation for a sphere
‖ x − c ‖ 2 = r 2 {\displaystyle \left\Vert \mathbf {x} -\mathbf {c} \right\Vert ^{2}=r^{2}}- x {\displaystyle \mathbf {x} } : points on the sphere
- c {\displaystyle \mathbf {c} } : center point
- r {\displaystyle r} : radius of the sphere
Equation for a line starting at o {\displaystyle \mathbf {o} }
x = o + d u {\displaystyle \mathbf {x} =\mathbf {o} +d\mathbf {u} }- x {\displaystyle \mathbf {x} } : points on the line
- o {\displaystyle \mathbf {o} } : origin of the line
- d {\displaystyle d} : distance from the origin of the line
- u {\displaystyle \mathbf {u} } : direction of line (a non-zero vector)
Searching for points that are on the line and on the sphere means combining the equations and solving for d {\displaystyle d} , involving the dot product of vectors:
Equations combined ‖ o + d u − c ‖ 2 = r 2 ⇔ ( o + d u − c ) ⋅ ( o + d u − c ) = r 2 {\displaystyle \left\Vert \mathbf {o} +d\mathbf {u} -\mathbf {c} \right\Vert ^{2}=r^{2}\Leftrightarrow (\mathbf {o} +d\mathbf {u} -\mathbf {c} )\cdot (\mathbf {o} +d\mathbf {u} -\mathbf {c} )=r^{2}} Expanded and rearranged: d 2 ( u ⋅ u ) + 2 d [ u ⋅ ( o − c ) ] + ( o − c ) ⋅ ( o − c ) − r 2 = 0 {\displaystyle d^{2}(\mathbf {u} \cdot \mathbf {u} )+2d[\mathbf {u} \cdot (\mathbf {o} -\mathbf {c} )]+(\mathbf {o} -\mathbf {c} )\cdot (\mathbf {o} -\mathbf {c} )-r^{2}=0} The form of a quadratic formula is now observable. (This quadratic equation is an instance of Joachimsthal's equation.2) a d 2 + b d + c = 0 {\displaystyle ad^{2}+bd+c=0} where- a = u ⋅ u = ‖ u ‖ 2 {\displaystyle a=\mathbf {u} \cdot \mathbf {u} =\left\Vert \mathbf {u} \right\Vert ^{2}}
- b = 2 [ u ⋅ ( o − c ) ] {\displaystyle b=2[\mathbf {u} \cdot (\mathbf {o} -\mathbf {c} )]}
- c = ( o − c ) ⋅ ( o − c ) − r 2 = ‖ o − c ‖ 2 − r 2 {\displaystyle c=(\mathbf {o} -\mathbf {c} )\cdot (\mathbf {o} -\mathbf {c} )-r^{2}=\left\Vert \mathbf {o} -\mathbf {c} \right\Vert ^{2}-r^{2}}
- If ∇ < 0 {\displaystyle \nabla <0} , then it is clear that no solutions exist, i.e. the line does not intersect the sphere (case 1).
- If ∇ = 0 {\displaystyle \nabla =0} , then exactly one solution exists, i.e. the line just touches the sphere in one point (case 2).
- If ∇ > 0 {\displaystyle \nabla >0} , two solutions exist, and thus the line touches the sphere in two points (case 3).
See also
- Intersection (geometry) § A line and a circle
- Analytic geometry
- Line–plane intersection
- Plane–plane intersection
- Plane–sphere intersection
References
Eberly, David H. (2006). 3D game engine design: a practical approach to real-time computer graphics, 2nd edition. Morgan Kaufmann. p. 698. ISBN 0-12-229063-1. 0-12-229063-1 ↩
"Joachimsthal's Equation". http://mathworld.wolfram.com/JoachimsthalsEquation.html ↩