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Triangle Face Normal

Implement a function to compute the unit normal vector of a triangular face, a crucial step in 3D Reconstruction. This involves calculating a vector perpendicular to the triangle, which is essential for various applications in computer vision.

The concept of a normal vector is rooted in vector calculus and geometry, where it represents a direction perpendicular to a surface. For a triangle with vertices v0,v1,v2v_0, v_1, v_2, the normal vector can be calculated using the cross product of two edges. The cross product operation produces a vector that is perpendicular to both input vectors, following the right-hand rule.

To calculate the normal vector, follow these steps:

  1. Subtract v0v_0 from v1v_1 and v2v_2 to obtain two edge vectors.
  2. Compute the cross product of these edge vectors to get a vector perpendicular to the triangle.
  3. Normalize this vector to obtain a unit normal vector.
n=(v1−v0)×(v2−v0)∥(v1−v0)×(v2−v0)∥\mathbf{n} = \frac{(v_1 - v_0) \times (v_2 - v_0)}{\|(v_1 - v_0) \times (v_2 - v_0)\|}

This technique is widely used in computer-aided design and 3D modeling.

Example:

Input:
face_normal([0,0,0], [1,0,0], [0,1,0])
Output:
[0.0, 0.0, 1.0]
Reasoning:

Computing normal for XY-plane triangle: edge1 = v1 - v0 = [1,0,0] - [0,0,0] = [1,0,0] edge2 = v2 - v0 = [0,1,0] - [0,0,0] = [0,1,0]

  • cross = [0×0-0×1, 0×0-1×0, 1×1-0×0] = [0,0,1] |cross| = 1

  • Normal = [0,0,1] (pointing up)

Constraints:

  • v0, v1, v2: three vertices of triangle, each [x, y, z]
  • Return unit normal [nx, ny, nz], rounded to 4 decimal places
solution.py

Test Results

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Run code to see test results.