Re: [Algorithms] 3d Lines Intersection
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From: Stephen J B. <sj...@li...> - 2000-08-01 12:38:01
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On Sun, 30 Jul 2000, Ron Levine wrote: > Jim Offerman wrote: > > >> Is there a good algo for finding a point of intersection between two *3D > >lines*? > >> The lines is specified by their point (x,y,z) and their direction > >(dx,dy,dz) > > > >When I wrote my first renderer, I used a simple 3D intersection algorithm in > >my (very alternative) projection system: > > > >- calculate (x, y) intersection (result <x1, y>) > >- calculate (x, z) intersection (result <x2, z>) > >- if (x1 == x2) the lines intersect at <x1, y, z> > > > >Of the top of my head I can't say whether this algorithm is 100% correct > > It is my sad duty to have to inform you (and I dearly hope that the > news causes no undue emotional stress), that this putative algorithm > is wrong. > > Here is the clearest, simplest to understand counterexample that I > could construct (and there are clearly a bazillion others). > > Let line 1 be the x axis, so the line with parametric representation > (s, 0, 0) > > Let line 2 be the line with parametric representation (0, t, t+1). > Thus line 2 lies in the yz plane where it has the implicit equation > z = y+1. > > The projection of line 1 on the xy plane is just the x axis. > The projection of line 2 on the xy plane is the y axis, > The intersection of these projections is (0,0,0). > > The projection of line1 on the xz plane is the x axis > The projection of line 2 on the xz plane is the z axis > The intersection of these projections is (0,0,0) > > So in your notation x1 = 0 = x2, and by your algorithm you claim > that the lines intersect at (0,0,0). In fact they do not. Line 2 > does not even pass through the point (0,0,0), In fact these two lines > do not intersect at all, ever, nowhere, no way. In fact, it is a > problem in freshman analytic geometry to show that the distance of > closest approach of these two lines is sqrt(1/2), but I could as > easily have made it a billion units. > > > (I > >am not a math guy...), > > Which is no license to post wrong stuff.. > > > but, if properly implemented, it will certainly be > >fast and provide at least a reasonable estimation. > > > > Bah. > > I'm growing weary of playing math cop. Soon gonna turn in my badge. > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@li... http://www.link.com Home: sjb...@ai... http://web2.airmail.net/sjbaker1 |