There’s a clean, fully vector-based formula for a point on the intersection line, with no elimination at all.
Setup
Two planes:
Let:
- n1, n2 = normal vectors
- d = n1 × n2 = direction of the line
Key idea
The point ( r0 ) lies:
- in both planes
- perpendicular to the direction ( d )
So we construct it directly using cross products.
Formula for the point
Why this works (intuition)
- ( n2×d ) lies in plane 2 and points toward satisfying plane 1
- ( d×n1 ) lies in plane 1 and points toward satisfying plane 2
- The combination balances both constraints exactly
- Dividing by |d|2 normalizes the result
Example
Planes:
x + y + z = 1, x - y + z = 3
Step 1: normals
n1 = (1, 1, 1),
n2 = (1, -1, 1)
( d1 = 1, d2 = 3 )
Step 2: direction
d = n1 × n2 = (2, 0, -2)
Step 3: compute pieces
n2 × d = (1, -1, 1) × (2, 0, -2) = (2, 4, 2)
d × n1 = (2, 0, -2) × (1, 1, 1) = (2, -4, 2)
Step 4: plug into formula
r0 = (1, -1, 1)
Final line
Direction: (1, 0, -1)
r(t) = (1, -1, 1) + t (1, 0, -1)
Takeaway
- No solving equations
- No choosing variables
- Pure vector operations: cross products + scaling
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