Video games and animated films draw realistic light with ray tracing: for each pixel, the computer follows a straight ray from the camera and works out the first surface it hits. Each of those checks is a line-and-plane intersection, often repeated millions of times for a single frame. The same algebra answers older questions too. A system of three linear equations in three unknowns, which you might have solved by elimination before, is really three planes, and its solution is wherever those planes meet. This lesson connects each algebraic outcome to a geometric picture.
| Number of equations | Solutions in 2-space (x, y) | Solutions in 3-space (x, y, z) |
|---|---|---|
| One linear equation | A line | A plane |
| Two equations (not parallel) | A point | A line |
| Three equations (in general position) | Usually no common point | A point |
A line and a plane
Write the line in parametric form and substitute , and into the scalar equation of the plane. Everything collapses to one linear equation in . Solve it and substitute back into the line to get the point. Whether that equation has a solution depends on , the dot product of the plane's normal with the line's direction: if it is , the line runs parallel to the plane.
| Test | Equation in t | Geometry |
|---|---|---|
| with : one value of | The line crosses the plane at one point | |
| , point of line not on plane | with : no solution | Parallel to the plane, never meets it |
| , point of line on plane | : every works | The line lies in the plane |
Two planes
If the normals are parallel, the planes are parallel and distinct (no solution) or coincident (one equation is a multiple of the other). Otherwise the planes meet in a line. That line lies in both planes, so its direction is perpendicular to both normals: . For a point on it, set one variable to a convenient value (often ) and solve the remaining two equations. Pick a variable that really can take that value: if has a zero component, the line may never reach , so set or instead. Alternatively, eliminate one variable and let a remaining variable be the parameter .
Three planes
| Configuration | Normals | Solutions of the system |
|---|---|---|
| Meet at one point | Not coplanar: | Exactly one |
| Meet in a common line (a sheaf) | Coplanar, none parallel | Infinitely many, one parameter |
| Triangular prism | Coplanar, none parallel | None |
| Two parallel planes cut by a third | Two parallel | None |
| Three parallel distinct planes | All parallel | None |
| Two coincident planes cut by a third | Two parallel | Infinitely many, one parameter (a line) |
| Three coincident planes | All parallel | Infinitely many, two parameters (a plane) |
To solve three equations by elimination, use two different pairs of equations to eliminate the same variable, leaving two equations in two unknowns. Solve those, then back-substitute. Watch for two special results. If an equation reduces to , one equation adds nothing new: the planes share a line (or more), and you describe the solutions with a parameter. If an equation reduces to something false such as , the system is inconsistent and there is no common point.