In analytic geometry, a line and a sphere can intersect in three ways:
- No intersection at all
- Intersection in exactly one point
- Intersection in two points.
Methods for distinguishing these cases, and determining the coordinates for the points in the latter cases, are useful in a number of circumstances. For example, it is a common calculation to perform during ray tracing.[1]
Calculation using vectors in 3D
In vector notation, the equations are as follows:
Equation for a sphere
: points on the sphere
: center point
: radius of the sphere
Equation for a line starting at
: points on the line
: origin of the line
: distance from the origin of the line
: direction of line (a non-zero vector)
Searching for points that are on the line and on the sphere means combining the equations and solving for
, involving the dot product of vectors:
- Equations combined

- Expanded and rearranged:
![{\displaystyle d^{2}(\mathbf {u} \cdot \mathbf {u} )+2d[\mathbf {u} \cdot (\mathbf {o} -\mathbf {c} )]+(\mathbf {o} -\mathbf {c} )\cdot (\mathbf {o} -\mathbf {c} )-r^{2}=0}](./63f56f594183c77e637ac6a02272408f56288ca0.svg)
- The form of a quadratic formula is now observable. (This quadratic equation is an instance of Joachimsthal's equation.[2])

- where

![{\displaystyle b=2[\mathbf {u} \cdot (\mathbf {o} -\mathbf {c} )]}](./1d92287b4c21fb5829a729083d709e52a9d5b205.svg)

- Simplified
![{\displaystyle d={\frac {-2[\mathbf {u} \cdot (\mathbf {o} -\mathbf {c} )]\pm {\sqrt {(2[\mathbf {u} \cdot (\mathbf {o} -\mathbf {c} )])^{2}-4\left\Vert \mathbf {u} \right\Vert ^{2}(\left\Vert \mathbf {o} -\mathbf {c} \right\Vert ^{2}-r^{2})}}}{2\left\Vert \mathbf {u} \right\Vert ^{2}}}}](./9d748337376e0a0e4d6e969b1effa417430f5c31.svg)
- Note that in the specific case where
is a unit vector, and thus
, we can simplify this further to (writing
instead of
to indicate a unit vector):
![{\displaystyle \nabla =[{\hat {\mathbf {u} }}\cdot (\mathbf {o} -\mathbf {c} )]^{2}-(\left\Vert \mathbf {o} -\mathbf {c} \right\Vert ^{2}-r^{2})}](./a592c28c9ce24edcc97e73a3965633adcee38025.svg)
![{\displaystyle d=-[{\hat {\mathbf {u} }}\cdot (\mathbf {o} -\mathbf {c} )]\pm {\sqrt {\nabla }}}](./7480cf22d28504097ca4a193c0f7010082b34735.svg)
- If
, then it is clear that no solutions exist, i.e. the line does not intersect the sphere (case 1).
- If
, then exactly one solution exists, i.e. the line just touches the sphere in one point (case 2).
- If
, two solutions exist, and thus the line touches the sphere in two points (case 3).
See also
References
- ^ Eberly, David H. (2006). 3D game engine design: a practical approach to real-time computer graphics, 2nd edition. Morgan Kaufmann. p. 698. ISBN 0-12-229063-1.
- ^ "Joachimsthal's Equation".