Equations of Lines and Planes
Every plane in space is captured by ONE linear equation , and the coefficient vector is no accident: it is the NORMAL, perpendicular to the plane.
Why: if lies on the plane and is any other plane point, the displacement lies in the plane, and the equation says exactly — the normal is perpendicular to every in-plane direction. So building planes is mechanical: given a point and a normal, dot them; given three points, form two edge vectors and take their CROSS PRODUCT for the normal. Given the equation, read the normal straight off the coefficients. Parallel planes share a normal and differ only in ; perpendicular planes have perpendicular normals — every geometric relationship between planes translates into a dot- or cross-product statement about their normals.
In 3D a single linear equation removes ONE degree of freedom, leaving a 2-dimensional plane — so a line (1-dimensional) needs TWO equations, or more usefully a parametric form : start at a point, walk along a direction. The dimension count () is rank–nullity from linear algebra wearing geometric clothes — one of many places these two courses are secretly the same course.
Distance from a point to the plane : . The logic: take any plane point , and project the displacement onto the unit normal — only the normal component carries you away from the plane.
The numerator is the (signed) un-normalized projection; dividing by finishes it. The same idea handles parallel planes () and, with a cross product replacing the dot, point-to-line distances. One projection, every distance formula in the chapter.
Find the plane through , , . Work: edge vectors and ; cross product ; plane with from the first point. Check the other two: ✓, ✓.
Shortcut worth knowing: intercepts give instantly.
Proofs & Why It Matters
Let be any point on the plane () and the outside point. The distance is the length of the projection of onto the unit normal: — the arbitrary vanished into , which is why the formula needs no particular plane point. SIGNIFICANCE: this projection pattern is the template for every "distance to a flat object" problem — and in machine learning it is literally the margin of a linear classifier.
Planes are the first example of the general idea "linear equation = flat object + normal vector." In linear algebra the same picture becomes hyperplanes and the row space; in optimization, constraint surfaces and Lagrange multipliers; in graphics, every triangle of every 3D model carries its normal for lighting. The dot-product test you just learned is computed billions of times per frame in a video game.
Going Deeper: Worked Problems
Find parametric equations for the intersection of and .
Step 1 — the direction of the line is perpendicular to BOTH normals, so take the cross product .
Step 2 — find one point on both planes: set and solve , : , .
Step 3 — assemble: .
Step 4 — verify at : the point gives ✓ and ✓. Two planes, one cross product, one small system.
Find the distance from to the line through with direction .
Step 1 — displacement .
Step 2 — the perpendicular distance is (the parallelogram area divided by its base). Compute , magnitude .
Step 3 — divide by : distance .
Step 4 — cross-check by projection: the component of along is , and ✓ — Pythagoras agrees with the cross product.