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Normaalit

Normaalit are vectors perpendicular to a surface at a given point, used to describe the orientation of that surface. In three-dimensional geometry and computer graphics, a surface normal defines the direction perpendicular to the tangent plane and is essential for calculations involving lighting, shading, and interaction with the surface. Normals are typically expressed as three-component vectors (x, y, z).

For a polygonal surface such as a triangle with vertices p1, p2, p3, the face normal can

Normals have several properties: they are perpendicular to the surface at the point, their direction is not

Applications include shading models such as Lambertian and Phong, where normals determine how light interacts with

be
computed
as
the
cross
product
of
two
edge
vectors:
n
=
(p2
−
p1)
×
(p3
−
p1).
The
resulting
vector
is
often
normalized
to
unit
length.
A
mesh
may
have
a
normal
for
each
face
(face
normal)
and
normals
at
each
vertex
(vertex
normals).
Vertex
normals
are
commonly
obtained
by
averaging
the
normals
of
adjacent
faces
and
then
normalizing
the
result.
The
direction
of
a
normal
depends
on
the
order
of
the
vertices
used
to
define
the
surface;
reversing
the
order
flips
the
normal.
unique
on
curved
surfaces,
and
their
magnitude
is
often
normalized
for
most
computations,
though
non-unit
normals
can
be
used
in
some
contexts.
the
surface,
as
well
as
collision
response,
texture
mapping,
and
geometric
analysis.
In
differential
geometry,
the
normal
vector
field
of
a
surface
provides
information
about
orientation
and
curvature,
and
the
Gauss
map
associates
surface
points
with
directions
on
the
unit
sphere.