Specular Reflection for 3-D Particle Collision

  • Thread starter Thread starter Disinterred
  • Start date Start date
  • Tags Tags
    Reflection
Click For Summary
SUMMARY

The discussion focuses on calculating the spherical polar coordinates (θc, φc) for a particle undergoing specular reflection upon colliding with a cube's face. The particle's initial coordinates are defined in a global rectangular coordinate system, and its direction is described by spherical polar angles (θi, φi). The law of reflection applies to the θ angle, while the φ angle can vary freely from 0 to 2π. The final conclusion emphasizes the need to determine the angle between the normal of the cube's face and the incoming ray to accurately compute the outgoing spherical polar angles.

PREREQUISITES
  • Understanding of spherical polar coordinates
  • Knowledge of the law of reflection in physics
  • Familiarity with 3-D coordinate systems
  • Basic principles of particle simulation
NEXT STEPS
  • Study the mathematical derivation of the law of reflection in 3-D
  • Learn about vector normals and their applications in collision physics
  • Explore particle simulation techniques in Unity or Unreal Engine
  • Investigate the implementation of spherical coordinates in computer graphics
USEFUL FOR

Physics students, game developers, and anyone involved in 3-D simulations or collision detection algorithms will benefit from this discussion.

Disinterred
Messages
38
Reaction score
0
I am writing code for a particle simulation and I have this question:

Homework Statement



A particle, with initial coordinates (xi,yi,zi) w.r.t a fixed origin in a global rectangular coordinate system, is traveling toward one of the faces of a cube with a speed whose direction can be described by the standard spherical polar angles (θii) w.r.t a local origin at the initial coordinates (xi,yi,zi).

Now, say it hits the cubic face at a point (xc,yc,zc). If the particle is to undergo specular reflection, what are the spherical polar coordinates (θcc) w.r.t a local origin at the point (xc,yc,zc) which describe the direction of the velocity it reflects at? (in terms of the original angles)

Essentially, for a 2-D collision, I know that the particle must satisfy the usual law of reflection if we want specular reflection and thus we can get the new angle easily. But now in 3-D, there are two angles, so I am not sure what specular reflection would entail?

Homework Equations



θ and φ are the usual spherical polar angles,

0° ≤ θ ≤ 180° (pi rad)
0° ≤ φ < 360° (2pi rad)

The Attempt at a Solution



The only solution that makes sense to me is that the θ angle will obey the usual law of reflection, but the φ angle has no restrictions and can be anything from 0 to 2pi
 
Last edited:
Physics news on Phys.org
Hmmm I typed all of that out and I think that helped me figure it out.

Phi would be the same, theta would have to satisfy the law of reflection along the plane formed by the incoming ray vector and the normal vector. This is of course a general solution and would work for any object (cube, triangle, sphere, etc). But if anyone thinks this is wrong/thinks it is right please tell me.

EDIT: On second thought, I do not think this is correct. I think what I need to do is find the angle between the normal of the face and the incoming ray and then find the corresponding spherical polar angles to describe the outgoing ray. This seems rather obvious and trivial, not sure why I never thought of it before.
 
Last edited:

Similar threads

Replies
5
Views
3K
  • · Replies 3 ·
Replies
3
Views
3K
  • · Replies 2 ·
Replies
2
Views
6K
  • · Replies 1 ·
Replies
1
Views
5K
  • · Replies 3 ·
Replies
3
Views
1K
  • · Replies 9 ·
Replies
9
Views
7K
  • · Replies 14 ·
Replies
14
Views
3K
  • · Replies 2 ·
Replies
2
Views
6K
  • · Replies 21 ·
Replies
21
Views
9K
  • · Replies 4 ·
Replies
4
Views
3K