menuGamaTrain
search

chevron_left Projections map geometric shapes onto lower-dimensional subspaces chevron_right

Projections map geometric shapes onto lower-dimensional subspaces
Anna Kowalski
share
visibility73
calendar_month2025-12-12

The Smallest Angle Projection

Finding the perfect shadow: how to project a line onto a plane with the minimum possible angle between them.
Summary: This article explores the geometric concept of projecting a line onto a plane in a special way: so that the angle between the original line and its projected image is the smallest possible. We will discover that this unique projection is none other than the orthogonal projection, where the line connecting every point on the original line to its image on the plane is perpendicular to the plane. Understanding this involves key ideas like direction vectors, plane normals, and the sine and cosine functions. Through simple examples and clear explanations, we will see how this principle applies from a flashlight's beam to engineering blueprints.

Understanding Lines, Planes, and Angles

Before we dive into the projection, let's get familiar with our main characters: lines and planes. Imagine a straight, infinitely long line floating in space. Now, picture an infinitely wide, flat plane, like a giant sheet of paper. The line can be in any position relative to the plane: it can lie on it, pierce through it, or float above it without touching.

The angle between a line and a plane is defined as the complement of the angle between the line and a line perpendicular to the plane. More simply: if you drop a perpendicular from the line to the plane, the acute angle between the original line and that perpendicular line's shadow on the plane is 90 degrees minus our angle of interest. For our purpose, we think of the acute angle ($0^{\circ}$ to $90^{\circ}$).

Projection is like creating a shadow. If you shine a light on an object, its shadow on the ground is a type of projection. The direction of the light rays determines the shape of the shadow. Our goal is to find the specific direction of "light" that makes the angle between the 3D object (our line) and its 2D shadow (the image on the plane) as small as possible.

The Quest for the Smallest Angle

Why would we want the smallest angle? A smaller angle means the projected line is a more "faithful" representation of the original line's direction. In technical drawing, you want the blueprint view that shows the truest length of a part. In navigation, you want the map projection that least distorts a course.

Let's set up the problem with a simple 2D analogy first. Imagine you have a line L on a piece of paper, and you want to project it onto a horizontal line (our "plane" in 2D). You can project it using rays in many directions: straight down, at a diagonal, etc. The projection creates a line segment (or a point) on the horizontal axis. The angle between L and its image changes based on the projection direction. Is there a rule for minimizing this angle?

In 3D, the principle is the same but with more possibilities. The key insight is this: the smallest possible angle between a line and its projection onto a plane occurs when the projection is orthogonal. An orthogonal projection means the projectors (the imaginary lines from the original line to the plane) are all perpendicular to the plane.

Key Formula: If a line has a direction vector $\vec{v}$ and the plane has a unit normal vector $\hat{n}$, the angle $\theta$ between the line and the plane satisfies $\sin(\theta) = \frac{|\vec{v} \cdot \hat{n}|}{|\vec{v}|}$. In the orthogonal projection, the projected image's direction vector is $\vec{v}_{\text{proj}} = \vec{v} - (\vec{v} \cdot \hat{n})\hat{n}$.

Why Orthogonal Projection Wins

Let's think visually. The angle between the line $L$ and its image $L'$ on plane $P$ is the angle at which they appear to meet. If we use a projection that is not orthogonal (slanting rays), we are effectively "skewing" the image further, increasing the difference in direction between $L$ and $L'$.

The orthogonal projection minimizes this difference because it "drops" the line onto the plane in the most direct, shortest-path way. Any other projection direction adds an extra component of sideways "push" or "pull," which rotates the image away from the original line's direction, increasing the angle.

We can prove it with a bit of math. Consider the right triangle formed by: 
1. The original line segment from a point to its orthogonal drop on the plane. 
2. The orthogonal drop itself (perpendicular to the plane). 
3. The line segment from the same point to its slanted projection. 
In this triangle, the orthogonal drop is the shortest side, and the angle adjacent to it is acute. Geometry shows that this configuration minimizes the angle at the vertex where the original line meets its shadow.

Projection TypeProjector DirectionAngle Between Line & ImageReal-World Analogy
OrthogonalPerpendicular to planeSmallest PossibleNoon sun creating a shadow directly under an object.
Oblique (Slanted)At an angle to the planeLarger than orthogonalLate afternoon sun creating a long, stretched shadow.
Parallel (When line is parallel to plane)Any direction not parallel0 degrees (Image coincides with line if projectors are parallel to each other and not oblique to plane)A pencil held parallel to a wall; its shadow on the wall is the same line.

Step-by-Step: A Classroom Example

Let's make this concrete with a simple numerical example suitable for middle and high school students. Suppose we have a plane $P$ which is the $xy$-plane (defined by $z=0$). Our line $L$ passes through the origin $O(0,0,0)$ and another point $A(2, 1, 3)$.

  1. Line Direction: The direction vector of $L$ is $\vec{v} = \overrightarrow{OA} = (2, 1, 3)$.
  2. Plane Normal: The $xy$-plane has a unit normal vector $\hat{n} = (0, 0, 1)$ (pointing up along the z-axis).
  3. Orthogonal Projection of Point A: To project point A orthogonally onto plane $P$, we "drop" it straight down, setting its z-coordinate to $0$. So $A' = (2, 1, 0)$.
  4. Image of the Line $L'$: Since $L$ passes through the origin (which is already on the plane), and $A$ projects to $A'$, the image line $L'$ passes through $O(0,0,0)$ and $A'(2,1,0)$. Its direction vector is $\vec{v}_{\text{proj}} = (2, 1, 0)$.
  5. Angle Between $L$ and Plane $P$: We use the formula $\sin(\theta) = \frac{|\vec{v} \cdot \hat{n}|}{|\vec{v}|}$. 
    $\vec{v} \cdot \hat{n} = (2,1,3) \cdot (0,0,1) = 3$. 
    $|\vec{v}| = \sqrt{2^2 + 1^2 + 3^2} = \sqrt{14}$. 
    So $\sin(\theta) = \frac{3}{\sqrt{14}} \approx 0.8018$, and $\theta \approx \arcsin(0.8018) \approx 53.3^{\circ}$.
  6. Angle Between $L$ and its Image $L'$: This is the angle between vectors $\vec{v} = (2,1,3)$ and $\vec{v}_{\text{proj}} = (2,1,0)$. We use the dot product formula for cosine: 
    $\cos(\phi) = \frac{\vec{v} \cdot \vec{v}_{\text{proj}}}{|\vec{v}| |\vec{v}_{\text{proj}}|} = \frac{(2,1,3)\cdot(2,1,0)}{\sqrt{14} \times \sqrt{5}} = \frac{4+1+0}{\sqrt{14}\sqrt{5}} = \frac{5}{\sqrt{70}} \approx 0.5976$. 
    So $\phi \approx \arccos(0.5976) \approx 53.3^{\circ}$.

Notice that $\theta$ (angle between line and plane) and $\phi$ (angle between line and its orthogonal projection) are complementary? Actually, $\theta + \phi = 90^{\circ}$? Let's check: $53.3^{\circ} + 53.3^{\circ} = 106.6^{\circ}$, not $90^{\circ}$. Wait, that's interesting. They are not complementary in this general case. However, the angle $\phi$ we found is the smallest possible angle between line $L$ and any line on plane $P$ that is a projection of $L$. Any other projection method (like a slanted light) would yield a larger angle.

Applications in the Real World

The principle of "smallest angle projection" is not just a math puzzle; it's used everywhere.

Engineering & Architecture: When creating top, front, and side views of an object in technical drawings (orthographic views), engineers use orthogonal projection. This ensures each view shows the truest shape and dimensions of that face, minimizing distortion. The angle between a 3D edge and its 2D image in the correct view is the smallest possible, giving the most accurate representation.

Computer Graphics and Gaming: To create a flat map of a 3D world for a texture or a shadow, the orthogonal projection is often used for its lack of perspective distortion. When a game calculates the shadow of a character under a direct light source, it simulates an orthogonal projection if the light is considered to be infinitely far away (like the sun).

Cartography (Map Making): While world maps use various projections (Mercator, etc.), for mapping small regions where minimizing distortion is critical, an orthogonal projection onto a local tangent plane can be used. This best preserves angles and shapes locally.

Everyday Life: Think about reading a sundial. The gnomon (the stick that casts the shadow) and the shadow's angle change throughout the day. The most accurate "equal" hours on a sundial are designed using principles of projecting the sun's apparent path onto the plane of the dial. The system is designed around the geometry of projection.

Important Questions

Q1: If the line is already parallel to the plane, what is its image and what is the angle?

If the line is parallel to the plane, then its orthogonal projection onto the plane is a line that is identical in direction and, if the line is not above the plane, actually coincides with it. The angle between the original line and its image is $0^{\circ}$, which is indeed the absolute smallest possible. This fits our rule perfectly.

Q2: Can the smallest angle ever be 90 degrees?

If the line is perpendicular to the plane, its orthogonal projection is a single point (not a line). In this degenerate case, the concept of an "angle between lines" doesn't apply because the image is a point. However, if we consider the line's direction and any direction within the plane, the angle is $90^{\circ}$. In the limit, as a line approaches perpendicularity, the angle between it and its very short projected image approaches $90^{\circ}$.

Q3: How is this different from finding the shortest distance from a point to a plane?

The concepts are closely related! The orthogonal projection of a point onto a plane gives you the foot of the perpendicular, which is indeed the point on the plane closest to the original point (shortest distance). For a line, the orthogonal projection of every point on the line uses that same "shortest path" principle. So, the line's orthogonal projection is essentially the set of all the closest points on the plane to the corresponding points on the line. Minimizing the angle and minimizing the point-to-point distance are part of the same orthogonal, or perpendicular, approach.
Conclusion: The search for the projection of a line onto a plane that yields the smallest angle between them leads us directly and elegantly to the orthogonal projection. This method, characterized by projectors striking the plane at a right angle, provides the most direct, least distorted mapping of the line into the plane. From the mathematics of direction vectors and dot products to practical applications in engineering and design, this principle underscores a fundamental idea in geometry: often, the shortest or most direct path provides the optimal solution. Understanding this concept builds a strong foundation for more advanced studies in linear algebra, computer graphics, and spatial reasoning.

Footnote

1. Orthogonal: A term meaning "perpendicular" or "at right angles to." In projection, it means the lines from the object to the projection surface are at 90 degrees to that surface.

2. Direction Vector: A vector that indicates the direction of a line. For a line through points $P$ and $Q$, the vector $\overrightarrow{PQ}$ is a direction vector.

3. Normal Vector (Plane Normal): A vector that is perpendicular to a plane. It defines the plane's orientation in space.

4. Acute Angle: An angle whose measure is greater than $0^{\circ}$ and less than $90^{\circ}$.

Did you like this article?

home
grid_view
add
explore
account_circle