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Subscribe 1. Matter of Shading One way to accurately render three-dimensional objects on a computer screen involves using the

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Answer #1

We have to find the equation of the plane formed by the 3 points given

Then we find the vector perpendicular to it. This is nothing but the normal vector.

Now dot product of the two vectors is used to find the angle formed by the light ray with the normal.

3 y- 2 z-4 0 -1 3 -1 -2 0 2

3x+2y+3z =25

To convert it in vector form

rn

3i 2j3k V32223 25 xiyzk) V322232

(xi+yizk) 3i+2j+3k V22 25 22

3i 2j 3k n= V22

which is the normal unit vector

Therefore. dot product of n and (0,0,1)

3i 23k(0i + 0j+1k)= cos0 22

3 cose 22

50%

2) Now for the second plane

3 y- 5 z- 2 0 0 -2 -1 -2 -2 -1

2y-4z=2

To convert it into vector form

02 4k V0222(4) 25 xiyzk) V0222 (4)2

\Rightarrow (x\hat{i}+y\hat{j}+z\hat{k}).\left (\frac{2\hat{j}-4\hat{k}}{\sqrt{20}} \right )=\frac{25}{\sqrt{20}}

\hat{n}=\left (\frac{2\hat{j}-4\hat{k}}{\sqrt{20}} \right )

dot product of the two unit vectors

\left (\frac{2\hat{j}-4\hat{k}}{\sqrt{20}} \right ).(0\hat{i}+0\hat{j}+1\hat{k})=cos\theta

cos\theta =-\frac{4}{\sqrt{20}}

\theta =153.34^{\circ}

This means this light ray is coming from below the normal vector

So, angle is 180-153.34 = 26.66o

c)

We can see the second plane has lesser angle with the normal. So, the second plane has a brighter spot.

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