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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.
Line–plane intersection. The three possible plane-line relationships in three dimensions. (Shown in each case is only a portion of the plane, which extends infinitely far.) In analytic geometry, the intersection of a line and a plane in three-dimensional space can be the empty set, a point, or a line. It is the entire line if that line is ...
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 ...
The intersection of the outpoint and extended viewport border is then calculated (i.e. with the parametric equation for the line), and this new point replaces the outpoint. The algorithm repeats until a trivial accept or reject occurs. The numbers in the figure below are called outcodes. An outcode is computed for each of the two points in the ...
Bresenham's line algorithm. Bresenham's line algorithm is a line drawing algorithm that determines the points of an n -dimensional raster that should be selected in order to form a close approximation to a straight line between two points. It is commonly used to draw line primitives in a bitmap image (e.g. on a computer screen), as it uses only ...
The Möller–Trumbore ray-triangle intersection algorithm, named after its inventors Tomas Möller and Ben Trumbore, is a fast method for calculating the intersection of a ray and a triangle in three dimensions without needing precomputation of the plane equation of the plane containing the triangle. [1] Among other uses, it can be used in ...
In the projective plane, each line will intersect a cubic at three points when accounting for multiplicity. For a point P, −P is defined as the unique third point on the line passing through O and P. Then, for any P and Q, P + Q is defined as −R where R is the unique third point on the line containing P and Q.