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normalens

Normalen are a class of geometric entities used to describe surface orientation in differential geometry and computer graphics. They generalize the notion of a normal vector to higher-order structures and provide a consistent way to reason about how a surface is facing in space.

In a smooth surface, the normalen at a point is a unit vector perpendicular to the tangent

Normalen are essential for shading and lighting calculations, where the angle between normalen and light direction

Variants include face normals, vertex normals, and weighted normals, where weights may reflect face area or

Origin and terminology: the term normalen derives from the German word for normal. In English-language literature

plane
at
that
point.
On
discrete
meshes,
normalen
are
approximate
and
typically
computed
from
neighboring
geometry.
A
common
approach
is
to
compute
the
face
normal
for
each
polygon
by
taking
the
cross
product
of
edge
vectors,
then
derive
vertex
normals
by
averaging
adjacent
face
normals
and
normalizing
the
result.
determines
the
reflected
intensity.
They
also
support
geometric
operations
such
as
collision
response,
texture
mapping
with
normal
maps,
and
surface
reconstruction
from
point
clouds.
angle
between
faces.
Challenges
arise
with
noisy
data,
smooth
shading
between
disparate
surface
patches,
and
ensuring
consistent
orientation
across
a
model.
Techniques
such
as
smoothing
groups,
angle-based
weighting,
and
explicit
normal
maps
help
manage
these
issues.
the
term
normals
is
more
common,
but
normalen
remains
used
in
some
contexts
to
emphasize
the
orientation
concept
across
different
dimensional
settings.
See
also
normal
vector,
unit
normal,
and
normal
mapping.