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For broader coverage of this topic, see Intersection (mathematics). The red dot represents the point at which the two lines intersect. In geometry, an intersection is a point, line, or curve common to two or more objects (such as lines, curves, planes, and surfaces). The simplest case in Euclidean geometry is the line–line intersection ...
Line–line intersection. In Euclidean geometry, the intersection of a line and a line can be the empty set, a point, or another line. Distinguishing these cases and finding the intersection have uses, for example, in computer graphics, motion planning, and collision detection. In three-dimensional Euclidean geometry, if two lines are not in ...
In analytic geometry, a line and a sphere can intersect in three ways: 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.
The line with equation ax + by + c = 0 has slope -a/b, so any line perpendicular to it will have slope b/a (the negative reciprocal). Let (m, n) be the point of intersection of the line ax + by + c = 0 and the line perpendicular to it which passes through the point (x 0, y 0). The line through these two points is perpendicular to the original ...
In Euclidean plane geometry, a tangent line to a circle is a line that touches the circle at exactly one point, never entering the circle's interior. Tangent lines to circles form the subject of several theorems, and play an important role in many geometrical constructions and proofs. Since the tangent line to a circle at a point P is ...
Given the equations of two non-vertical parallel lines. the distance between the two lines is the distance between the two intersection points of these lines with the perpendicular line. This distance can be found by first solving the linear systems. {\displaystyle {\begin {cases}y=mx+b_ {1}\\y=-x/m\,,\end {cases}}} and.
Bentley–Ottmann algorithm. In computational geometry, the Bentley–Ottmann algorithm is a sweep line algorithm for listing all crossings in a set of line segments, i.e. it finds the intersection points (or, simply, intersections) of line segments. It extends the Shamos–Hoey algorithm, [1] a similar previous algorithm for testing whether or ...
But this may be more than is desired; if we wish to take only the intersection line of the two planes, we simply need to look at just the "grade-2 part" of this result, e.g. the part with two lower indices +. The information needed to specify that the intersection line is contained inside the transform composition of the two planes, because a ...