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Normals

Normals are geometric constructs used in mathematics, computer science, and physics to describe directions perpendicular to a surface, curve, or interface at a given point. In three-dimensional space, a normal to a surface at a point is a vector perpendicular to the surface’s tangent plane; for a curve, a normal is a line or vector perpendicular to the curve’s tangent.

Surface normals can be computed in several ways. If a surface is given parametrically by r(u, v),

In mesh geometry, normals are used to determine surface orientation for rendering. Vertex normals are commonly

Normals extend to higher dimensions as well. For hypersurfaces in n-dimensional space, the gradient of a defining

In summary, normals describe perpendicular directions and underpin many techniques in geometry, computer graphics, and physics.

the
normal
vector
at
a
point
is
r_u
×
r_v,
the
cross
product
of
the
partial
derivatives.
If
the
surface
is
defined
implicitly
by
F(x,
y,
z)
=
0,
the
gradient
∇F
is
perpendicular
to
the
level
surface
and
thus
serves
as
a
normal
vector.
Normals
are
often
expressed
as
unit
normals,
obtained
by
normalizing
the
vector
to
length
one.
The
orientation
of
a
normal
(which
way
it
points)
matters
in
applications
such
as
shading,
where
the
sign
influences
lighting
calculations.
derived
by
averaging
the
normals
of
adjacent
faces
to
create
smooth
shading.
Normals
also
play
a
role
in
physics:
the
normal
force
is
the
contact
force
exerted
by
a
surface
on
a
body,
acting
perpendicular
to
the
surface.
function
provides
a
normal
direction
to
the
surface,
with
normalization
yielding
a
unit
normal.