Gauss's principle of least constraint

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The three possible line-sphere intersections:
1. No intersection.
2. Point intersection.
3. Two point intersection.

In analytic geometry, a line and a sphere can intersect in three ways: no intersection at all, at exactly one point, or in two points. Methods for distinguishing these cases, and determining equations for the points in the latter cases, are useful in a number of circumstances. For example, this is a common calculation to perform during ray tracing (Eberly 2006:698).

Calculation using vectors in 3D

In vector notation, the equations are as follows:

Equation for a sphere

Equation for a line starting at

Searching for points that are on the line and on the sphere means combining the equations and solving for :

Equations combined
Expanded
Rearranged
The form of a Quadratic formula is now observable. (This quadratic equation is an example of Joachimsthal's Equation [1].)
where
Simplified
Note that is a unit vector, and thus . Thus, we can simplify this further to

See also

References

  • David H. Eberly (2006), 3D game engine design: a practical approach to real-time computer graphics, 2nd edition, Morgan Kaufmann. ISBN 0-12-229063-1