What is it?
The unit vector perpendicular to a surface at a point. For an implicit surface it is ; for a parametric one , the normalized cross product . Every lighting computation starts from it.
Why does it exist?
Light reflects depending on the angle between the incoming ray and the surface. That angle is measured against the normal — and the normal is a derivative: the gradient points across level sets, so it is perpendicular to the surface .
Formulas
- height fields and bump maps
Example
Sphere : , so the normal at a point is the point itself divided by — radial, as expected. A bump map perturbs with a texture and recomputes from its partial derivatives: flat geometry that looks rough.
Why does it matter?
Wrong normals are the most visible rendering bug; normal maps are how games show detail without millions of triangles.
The mathematics behind it
The normal of an implicit surface is .
Normals of parametric surfaces come from ; of implicit ones from .
Where is it used?
Computing topics reachable from here, through the chain of ideas that leads to them: