Projecting a vector onto a plane.

  • Context: Undergrad 
  • Thread starter Thread starter IgF
  • Start date Start date
  • Tags Tags
    Plane Vector
Click For Summary

Discussion Overview

The discussion revolves around the mathematical process of projecting a vector onto a plane, specifically in the context of analytical geometry as it relates to 3D applications, such as video game development. Participants explore various methods and formulations for achieving this projection.

Discussion Character

  • Technical explanation
  • Mathematical reasoning
  • Debate/contested

Main Points Raised

  • One participant presents a vector < 18, 52, 42 > and a plane equation, seeking guidance on how to project the vector onto the plane.
  • Another participant suggests simplifying the plane equation to identify the normal vector, noting potential ambiguity in the original equation.
  • A method for projecting the vector onto the normal vector is proposed, followed by subtracting this projection from the original vector.
  • Further clarification is provided regarding the mathematical formulation of the projection, including the use of the dot product and cross product.
  • Another participant raises a different question about finding multiple vectors in the same plane with specific properties, leading to a discussion about the nature of vectors and planes in R3.
  • Responses include attempts to clarify the relationship between vectors, planes, and orthogonality, as well as hints toward finding unit vectors.
  • A later reply confirms understanding of the projection method discussed, attributing success to the simpler approach suggested earlier.
  • Additional insights are shared regarding the mathematical equivalence of different projection formulations, including the use of the triple cross product.

Areas of Agreement / Disagreement

Participants generally agree on the methods for projecting a vector onto a plane, but there are variations in the approaches suggested. Some participants express uncertainty regarding the initial plane equation, and the discussion about finding additional vectors introduces a separate line of inquiry that remains unresolved.

Contextual Notes

There are limitations in the clarity of the plane equation provided, which affects the identification of the normal vector. Additionally, the discussion about finding other vectors introduces complexity that is not fully resolved.

IgF
Messages
2
Reaction score
0
Hi, I've been studying up on analytical geometry and trig as I want to start a course in videogame dev. The 3d math primer I am following isn't too descriptive in this particular area so if anyone can help me with this question I can apply it to the rest of section. Thanks for any help or direction.

Project the following vector onto the plane.

Vector: < 18, 52, 42 >

Plane: y = 9x + 13y + 7z + 29
 
Physics news on Phys.org
First, I'd simplify "y = 9x + 13y + 7z + 29" by collecting all the y terms, subtracting y from both sides, like this: "0 = 9x + 12y +7z + 29". To find the components of a normal vector, n - that is, a vector at right angles to the plane - just read off the coefficients of x, y and z. So n = < 9, 12, 7 >, unless the y on the left of your equation for the plane was a typo! If the equation is actually 0 = 9x +13y + 7z + 29, then n = < 9, 13, 7 >.

This works because, if we let r be any point in the plane, and r0 some particular, fixed point in the plane, then for every point r, the vector r - r0 is parallel to the plane. Being parallel to the plane means it's at right angles to the normal vector. We can express this condition with the dot product:

\textbf{n} \cdot (\textbf{r}-\textbf{r}_0)=0.

In other words, if we let n = < a, b, c>, then

a(x-x_0) + b(y-y_0) + c(z - z_0)=0,

ax + by + cz = ax_0 + ay_0 + bz_0.

But the right side of that last equation is a constant: it's the same number for every point r in the plane. So one consistent choice of a, b and c is to take them to be the coefficients of x, y and z in your equation, letting ax0 + ay0 + az0 = -29.

Now, a vector in the direction of the projection is

\textbf{a}=\textbf{n} \times (\textbf{v} \times \textbf{n})

where the times symbol stands for the cross product, also called the vector product. If this isn't obvious, it might help to draw a diagram. The projection of v onto a is

\frac{\textbf{a}\cdot \textbf{v}}{\textbf{a}\cdot \textbf{a}} \, \textbf{a}.

Here the denominator cancels out the length of a. It's equivalent to first making a into a unit vector.
 
You could project your vector onto the normal vector of the plane, and substract the vector you've found in this way from the original vector.
 
Good idea, eehsun. That's simpler than my suggestion.
 
vector 3D

If i given a terminal and initial points of a vector in x,y,z positive plane . how to find three other vectors in the same plane having the same magnitude and the same direction and the same slope ?
 
I'm not sure I understand your question, karawan. R3 is the set of all possible lists of three real numbers: (9,5,-18), (-0.5,421,0), and so on. These lists are the vectors of R3, also called points. A plane is a subset of R3 such that the difference between every pair of vectors - that is, every pair of points - in this subset is orthogonal to a particular non-zero vector. This particular vector is what we've been calling the normal vector in the earlier posts of the thread. For two vectors to be orthogonal (synonyms: normal, at right angles) means for their dot product to be zero.

I think you might be asking: suppose we're given a plane in R3, and a pair of points (=a pair of vectors, two vectors) whose components are all positive, in this plane (NOTE: not every plane contains such vectors), how can we find three other pairs of vectors such that the magnitude of the difference between each pair of vectors is the same (the difference between two vectors, u and v, is the vector, v - u), and the dot product of their difference with any vector orthogonal to the plane is zero? That is, if the vectors are u and v, and the normal vectors n, then n.(v-u) = 0 = n.(u-v).

Perhaps you want the three other pairs of points to also have all positive components.

A clue to finding vectors of the same magnitude: do you know how to find a unit vector in a given direction?
 
thank you for reply. that's help.
 
Thanks everyone I get it now, I did it using eehsun's method. But again thanks so much!
 
Just more on this, because I got lost as well:

For a vector \textbf{v} being projected on a plane \mathcal{P} with plane unit normal \textbf{n}. The part of \textbf{v} on \mathcal{P} can be shown to be:

\textbf{u} = \textbf{v} - \textbf{n} (\textbf{v} \cdot \textbf{n})​

This is equivalent to the triple cross product (and BAC CAB rule):

\textbf{u} = \textbf{n} \times (\textbf{v} \times \textbf{n}) = \textbf{v} (\textbf{n} \cdot \textbf{n}) - \textbf{n} (\textbf{v} \cdot \textbf{n})​
 

Similar threads

  • · Replies 5 ·
Replies
5
Views
5K
  • · Replies 9 ·
Replies
9
Views
8K
  • · Replies 4 ·
Replies
4
Views
4K
  • · Replies 1 ·
Replies
1
Views
4K
  • · Replies 3 ·
Replies
3
Views
3K
  • · Replies 1 ·
Replies
1
Views
3K
Replies
8
Views
4K
  • · Replies 8 ·
Replies
8
Views
2K
  • · Replies 2 ·
Replies
2
Views
2K
Replies
1
Views
2K