Ray-Plane Intersection Calculator

Enter the ray origin, direction, and plane normal & constant to find the intersection point.

How to use

  1. Enter your values in the fields above.
  2. Press Calculate to see your result instantly.
  3. Use the Share button to copy a link to your result.

About this calculator

In 3D graphics and geometry, a ray is expressed parametrically as O + t·D, an origin point O extended along a direction D by a scalar t, while a plane is defined by the implicit equation n·X = d, where n is the plane's normal vector and d is a constant offset. Substituting the ray into the plane equation and solving gives t = (d − n·O) / (n·D); plugging that t back into O + t·D yields the exact hit point.

This is the core computation behind ray tracing renderers, CAD collision and clipping tests, and physics-engine raycasts. When n·D is zero the ray is parallel to the plane and never intersects it (or lies within it), and a negative t means the intersection lies behind the ray's origin rather than in front of it — both cases this calculator flags explicitly.

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