How Do You Calculate the Normal Vector at a Point on a Cylinder?

Click For Summary
SUMMARY

The discussion focuses on calculating the normal vector at a point on an infinite cylinder aligned with the Y-axis. The cylinder's equation is defined as x² + z² - 1 = 0, and the intersection point with a line from the observer at (3, 1, 4) to the origin is determined using parametric equations. The correct intersection point is found at t = 4/5, leading to coordinates (0.6, y, 0.8). The unit normal vector at any point on the cylinder is expressed as cos(θ)𝑖 + sin(θ)𝑘, where θ is the angle related to the x-axis.

PREREQUISITES
  • Understanding of parametric equations
  • Familiarity with implicit functions and their applications
  • Knowledge of vector calculus, specifically normal vectors
  • Basic concepts of light sources and illumination in 3D space
NEXT STEPS
  • Study the derivation of normal vectors in cylindrical coordinates
  • Learn about the application of parametric equations in 3D geometry
  • Explore the principles of illumination models in computer graphics
  • Investigate the mathematical foundations of light reflection and shading
USEFUL FOR

Students in physics or computer graphics, mathematicians dealing with 3D geometry, and anyone interested in understanding the interaction of light with cylindrical surfaces.

luislam
Messages
2
Reaction score
0

Homework Statement



An infinite cylinder with radius 1 is aligned with axis Y, A point light source with intensity 1 is located at (2,2,10) An observer is located at (3,1,4). He is looking in the direction of the origin of the coordinate system. What are the coordinates of the point on the surface of the cylinder which the observer is looking at? Calculate the illumination at this point if the ambient are 0.1 0.65 0.3 and the specular exponent is 2 We also assume the ambient light intensity is 0.5

Homework Equations



First We find the intersection point. The line cast from the observer to the origin can be written parametrically as [x y z] = [3 1 4] + t( [0 0 0] - [3 1 4] ) = [3 1 4]( 1-t )

The cylinder can be defined implicity x^2 + z^2 -1 =0
Substituting the line equation into cylinder equation gives 25(1-t)^2-1=0 which has two root 4/5, 6/5. We choose the smaller root t = 4/5, which corresponds to the intersection point we want (x y z) = (3,1,4)*(1-t) =(3,1,4)*(1-4/5)actually this is copy out from my lecture note, I don't quite understand how to get this equition to find normal vector.

The Attempt at a Solution



Basically this is not a homework, is just an sample question from my lecture notes, preparing for exam and I don't quite understand certain part so could anyone please help me clear the doubts thanks.
 
Last edited:
Physics news on Phys.org
You say a light source is at (3, 1, 4) and immediately say "Heis looking in the direction of the origin". Where is the obvserver? Are we to assume that the observer is at the light source?
 
Thanks for pointed out the mistake, I had corrected the mistake already. Thanks again.
 
Assuming that, by "axis Y", you mean that the y-axis is the axis of the cylinder, then any point on the cylinder can be written as (x, y, z)= (cos(\theta), y, sin(\theta)) where \theta is the angle a line from the point perpendicular to the y-axis make with the x-axis. We can write that as the vector equation \vec{r}(y, \theta)= cos(\theta)\vec{i}+ y\vec{j}+ sin(\theta)\vec{k}.

The unit normal vector, at any point, will be the unit vector, parallel to the xz-plane, cos(\theta)\vec{i}+ sin(\theta)\vec{k}.
 

Similar threads

  • · Replies 5 ·
Replies
5
Views
2K
  • · Replies 2 ·
Replies
2
Views
2K
  • · Replies 14 ·
Replies
14
Views
3K
  • · Replies 3 ·
Replies
3
Views
2K
  • · Replies 1 ·
Replies
1
Views
2K
Replies
8
Views
3K
Replies
10
Views
3K
Replies
3
Views
2K
  • · Replies 21 ·
Replies
21
Views
1K
  • · Replies 5 ·
Replies
5
Views
2K