Line–sphere intersection

In analytic geometry, a line and a sphere can intersect in three ways:

  1. No intersection at all
  2. Intersection in exactly one point
  3. Intersection in two points.
The three possible line-sphere intersections:
1. No intersection.
2. Point intersection.
3. Two point intersection.

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.[1]

Calculation using vectors in 3D

In vector notation, the equations are as follows:

Equation for a sphere

  • - center point
  • - radius
  • - points on the sphere

Equation for a line starting at

  • - distance along line from starting point
  • - direction of line (a unit vector)
  • - origin of the line
  • - points on the line

Searching for points that are on the line and on the sphere means combining the equations and solving for , involving the dot product of vectors:

Equations combined
Expanded
Rearranged
The form of a quadratic formula is now observable. (This quadratic equation is an instance of Joachimsthal's equation.[2])
where
Simplified
Note that is a unit vector, and thus . Thus, we can simplify this further to
  • If , then it is clear that no solutions exist, i.e. the line does not intersect the sphere (case 1).
  • If , then exactly one solution exists, i.e. the line just touches the sphere in one point (case 2).
  • If , two solutions exist, and thus the line touches the sphere in two points (case 3).

See also

References

  1. 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.
This article is issued from Wikipedia. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.