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The document provides the solution to finding the unit normal vector to a plane described by the equation 2x + 3y + 4z = 16 pointing away from the origin. It gives the steps of finding three points on the plane, taking the cross product of the vectors between two points to get a vector orthogonal to the plane, and then normalizing this vector to obtain the unit normal vector pointing away from the origin, which is 0.37x̂ + 0.56ŷ + 0.74ẑ.

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Eric Kial
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100% found this document useful (1 vote)
1K views2 pages

3 15

The document provides the solution to finding the unit normal vector to a plane described by the equation 2x + 3y + 4z = 16 pointing away from the origin. It gives the steps of finding three points on the plane, taking the cross product of the vectors between two points to get a vector orthogonal to the plane, and then normalizing this vector to obtain the unit normal vector pointing away from the origin, which is 0.37x̂ + 0.56ŷ + 0.74ẑ.

Uploaded by

Eric Kial
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Problem 3.15 A certain plane is described by 2x + 3y + 4z = 16.

Find the unit vector normal to the surface in the direction away from the origin. Solution: Procedure: 1. Use the equation for the given plane to nd three points, P1 , P2 and P3 on the plane. 2. Find vector A from P1 to P2 and vector B from P1 to P3 . 3. Cross product of A and B gives a vector C orthogonal to A and B, and hence to the plane. . 4. Check direction of c Steps: 1. Choose the following three points: P1 at (0, 0, 4), P2 at (8, 0, 0), P3 at (0, 16 3 , 0). 2. Vector A from P1 to P2 (8 0) + y (0 0) + z (0 4) = x 8z 4 A=x Vector B from P1 to P3 (0 0) + y B=x 3. C = A B (Ay Bz Az By ) + y (Az Bx Ax Bz ) + z (Ax By Ay Bx ) =x 16 16 0 (4) (4) ((4) 0 8 (4)) + z 8 00 =x +y 3 3 128 64 32 + z +y =x 3 3 16 16 (0 4) = y 4 0 +z z 3 3

Verify that C is orthogonal to A and B AC = 8 64 512 512 128 (4) = =0 + (32 0) + 3 3 3 3 64 16 512 512 128 BC = 0 + 32 + (4) = =0 3 3 3 3 3

32 + z 128 64 4. C = x 3 +y 3 = c C = |C| 64 32 + z 128 x 3 +y 3


2 64 2 + 322 + 128 3 3

0.37 + y 0.56 + z 0.74. =x

points away from the origin as desired. c

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