01 Vectors and Geometry in Space

A structured guide to representing vectors, computing with dot and cross products, and using points, directions, and normals to describe lines, planes, and geometric relationships in three-dimensional space.

Representing and Combining Vectors

A point identifies a location, while a describes a directed quantity. Common quantities include displacement, velocity, acceleration, and force. Two vectors are equal when they have the same magnitude and direction, even if they are drawn at different locations.

In three-dimensional space, a is written in component form as

v=⟨v1,v2,v3⟩=v1i+v2j+v3k,\mathbf{v}=\langle v_1,v_2,v_3\rangle=v_1\mathbf{i}+v_2\mathbf{j}+v_3\mathbf{k},

where i\mathbf{i}, j\mathbf{j}, and k\mathbf{k} are unit vectors in the positive coordinate directions.

If P=(x1,y1,z1)P=(x_1,y_1,z_1) and Q=(x2,y2,z2)Q=(x_2,y_2,z_2), the from PP to QQ is found by subtracting coordinates:

PQ→=Q−P=⟨x2−x1, y2−y1, z2−z1⟩.\overrightarrow{PQ}=Q-P=\langle x_2-x_1,\ y_2-y_1,\ z_2-z_1\rangle.

The position of P=(x,y,z)P=(x,y,z) is the from the origin to PP:

OP→=⟨x,y,z⟩.\overrightarrow{OP}=\langle x,y,z\rangle.

For vectors with matching dimensions, addition, subtraction, and scalar multiplication are performed componentwise. For example, if u=⟨2,−1,3⟩\mathbf{u}=\langle 2,-1,3\rangle and v=⟨−1,4,2⟩\mathbf{v}=\langle -1,4,2\rangle, then

u+v=⟨1,3,5⟩\mathbf{u}+\mathbf{v}=\langle 1,3,5\rangle

and

2u−v=⟨5,−6,4⟩.2\mathbf{u}-\mathbf{v}=\langle 5,-6,4\rangle.

Geometrically, addition follows the head-to-tail rule: place the initial point of the second at the terminal point of the first. The sum runs from the initial point of the first to the terminal point of the second.

The magnitude of a in space is

∥v∥=v12+v22+v32.\|\mathbf{v}\|=\sqrt{v_1^2+v_2^2+v_3^2}.

For a nonzero , divide by its magnitude to obtain a in the same direction:

u=v∥v∥.\mathbf{u}=\frac{\mathbf{v}}{\|\mathbf{v}\|}.

Takeaway: Components encode a algebraically, while magnitude and direction explain its geometric meaning.

Angles, Perpendicularity, and Projection

The produces a scalar from two vectors. For u=⟨u1,u2,u3⟩\mathbf{u}=\langle u_1,u_2,u_3\rangle and v=⟨v1,v2,v3⟩\mathbf{v}=\langle v_1,v_2,v_3\rangle,

u⋅v=u1v1+u2v2+u3v3.\mathbf{u}\cdot\mathbf{v}=u_1v_1+u_2v_2+u_3v_3.

For nonzero vectors, the same quantity can be expressed using the angle θ\theta between them:

u⋅v=∥u∥∥v∥cos⁡θ.\mathbf{u}\cdot\mathbf{v}=\|\mathbf{u}\|\|\mathbf{v}\|\cos\theta.

Therefore,

cos⁡θ=u⋅v∥u∥∥v∥.\cos\theta=\frac{\mathbf{u}\cdot\mathbf{v}}{\|\mathbf{u}\|\|\mathbf{v}\|}.

The sign gives an immediate geometric test:

  • If u⋅v>0\mathbf{u}\cdot\mathbf{v}>0 and the vectors are nonzero, their angle is acute.

  • If u⋅v=0\mathbf{u}\cdot\mathbf{v}=0, the vectors are perpendicular.

  • If u⋅v<0\mathbf{u}\cdot\mathbf{v}<0, their angle is obtuse.

For example, let u=⟨1,2,−1⟩\mathbf{u}=\langle 1,2,-1\rangle and v=⟨2,−1,3⟩\mathbf{v}=\langle 2,-1,3\rangle. Then

u⋅v=1(2)+2(−1)+(−1)(3)=−3.\mathbf{u}\cdot\mathbf{v}=1(2)+2(-1)+(-1)(3)=-3.

Because the result is negative, the angle between these vectors is obtuse.

The also measures how much one points in another 's direction. The scalar projection of u\mathbf{u} onto v\mathbf{v} is

comp⁡vu=u⋅v∥v∥,\operatorname{comp}_{\mathbf{v}}\mathbf{u}=\frac{\mathbf{u}\cdot\mathbf{v}}{\|\mathbf{v}\|},

and the projection is

proj⁡vu=u⋅vv⋅vv.\operatorname{proj}_{\mathbf{v}}\mathbf{u}=\frac{\mathbf{u}\cdot\mathbf{v}}{\mathbf{v}\cdot\mathbf{v}}\mathbf{v}.

In an application such as work by a constant force, the work is the of force and displacement:

W=F⋅d.W=\mathbf{F}\cdot\mathbf{d}.

Takeaway: Use the for angles, perpendicularity, projections, and directional components.

Perpendicular Directions and Area

The is defined for vectors in R3\mathbb{R}^3. If u=⟨u1,u2,u3⟩\mathbf{u}=\langle u_1,u_2,u_3\rangle and v=⟨v1,v2,v3⟩\mathbf{v}=\langle v_1,v_2,v_3\rangle, then

u×v=⟨u2v3−u3v2, u3v1−u1v3, u1v2−u2v1⟩.\mathbf{u}\times\mathbf{v}=\left\langle u_2v_3-u_3v_2,\ u_3v_1-u_1v_3,\ u_1v_2-u_2v_1\right\rangle.

The result is perpendicular to both input vectors. Its magnitude is

∥u×v∥=∥u∥∥v∥sin⁡θ,\|\mathbf{u}\times\mathbf{v}\|=\|\mathbf{u}\|\|\mathbf{v}\|\sin\theta,

so it equals the area of the parallelogram spanned by the vectors. The area of the triangle formed by the same two vectors is

A=12∥u×v∥.A=\frac{1}{2}\|\mathbf{u}\times\mathbf{v}\|.

The direction of the follows the right-hand rule. Curl the fingers of your right hand from u\mathbf{u} toward v\mathbf{v}; your thumb points in the direction of u×v\mathbf{u}\times\mathbf{v}. Reversing the order reverses the direction:

u×v=−(v×u).\mathbf{u}\times\mathbf{v}=-(\mathbf{v}\times\mathbf{u}).

For example, if u=⟨1,2,0⟩\mathbf{u}=\langle 1,2,0\rangle and v=⟨0,1,3⟩\mathbf{v}=\langle 0,1,3\rangle, then

u×v=⟨6,−3,1⟩.\mathbf{u}\times\mathbf{v}=\langle 6,-3,1\rangle.

Checking with dot products confirms perpendicularity:

⟨6,−3,1⟩⋅⟨1,2,0⟩=0\langle 6,-3,1\rangle\cdot\langle 1,2,0\rangle=0

and

⟨6,−3,1⟩⋅⟨0,1,3⟩=0.\langle 6,-3,1\rangle\cdot\langle 0,1,3\rangle=0.

If two vectors are parallel, their is the zero because the angle between them has sine equal to zero.

Takeaway: Use the to construct perpendicular directions and calculate areas in three-dimensional space.

Lines in Space

A line in space is determined by a point and a . If it passes through P0=(x0,y0,z0)P_0=(x_0,y_0,z_0) and has v=⟨a,b,c⟩\mathbf{v}=\langle a,b,c\rangle, its equation is

r(t)=r0+tv,\mathbf{r}(t)=\mathbf{r}_0+t\mathbf{v},

where r0=⟨x0,y0,z0⟩\mathbf{r}_0=\langle x_0,y_0,z_0\rangle. In component form, this becomes

x=x0+at,y=y0+bt,z=z0+ct.x=x_0+at,\qquad y=y_0+bt,\qquad z=z_0+ct.

When all three direction components are nonzero, the same line can be written in symmetric form:

x−x0a=y−y0b=z−z0c.\frac{x-x_0}{a}=\frac{y-y_0}{b}=\frac{z-z_0}{c}.

For example, the line through (1,−2,3)(1,-2,3) parallel to ⟨2,1,−4⟩\langle 2,1,-4\rangle is

r(t)=⟨1,−2,3⟩+t⟨2,1,−4⟩,\mathbf{r}(t)=\langle 1,-2,3\rangle+t\langle 2,1,-4\rangle,

or equivalently

x=1+2t,y=−2+t,z=3−4t.x=1+2t,\qquad y=-2+t,\qquad z=3-4t.

To determine whether two parametric lines intersect, set their corresponding xx-, yy-, and zz-coordinates equal and solve for the two parameters. A common solution gives an intersection point. If the direction vectors are scalar multiples, the lines are parallel or coincident. If they are not parallel and no common point exists, the lines are .

Takeaway: A point fixes a line's location, and a fixes how the line extends through space.

Planes and Normal Vectors

A plane is determined by one point and a . If the plane passes through P0=(x0,y0,z0)P_0=(x_0,y_0,z_0) and has n=⟨a,b,c⟩\mathbf{n}=\langle a,b,c\rangle, then a point ⟨x,y,z⟩\langle x,y,z\rangle lies in the plane exactly when the displacement from P0P_0 is perpendicular to n\mathbf{n}:

n⋅⟨x−x0,y−y0,z−z0⟩=0.\mathbf{n}\cdot\langle x-x_0,y-y_0,z-z_0\rangle=0.

This gives the point-normal equation

a(x−x0)+b(y−y0)+c(z−z0)=0,a(x-x_0)+b(y-y_0)+c(z-z_0)=0,

which can be expanded into standard form:

ax+by+cz=d.ax+by+cz=d.

For example, the plane through P0=(2,1,−1)P_0=(2,1,-1) with ⟨3,−2,1⟩\langle 3,-2,1\rangle satisfies

3(x−2)−2(y−1)+(z+1)=0,3(x-2)-2(y-1)+(z+1)=0,

or

3x−2y+z=3.3x-2y+z=3.

To find a plane through three noncollinear points PP, QQ, and RR, form two vectors in the plane:

u=Q−P,v=R−P.\mathbf{u}=Q-P,\qquad \mathbf{v}=R-P.

Then u×v\mathbf{u}\times\mathbf{v} is a , which can be substituted into the point-normal equation.

The distance from a point P=(x1,y1,z1)P=(x_1,y_1,z_1) to the plane ax+by+cz=dax+by+cz=d is

dist⁡(P,Π)=∣ax1+by1+cz1−d∣a2+b2+c2.\operatorname{dist}(P,\Pi)=\frac{|ax_1+by_1+cz_1-d|}{\sqrt{a^2+b^2+c^2}}.

The numerator measures the point's signed displacement relative to the plane, while the denominator accounts for the length of the .

Takeaway: A plane's equation comes from requiring every point-to-plane displacement to be perpendicular to its .

A Unified Strategy for Spatial Geometry

Dot and cross products turn geometric relationships into algebraic tests that can be calculated directly.

  • Vectors are perpendicular when u⋅v=0\mathbf{u}\cdot\mathbf{v}=0.

  • Vectors are parallel when u=kv\mathbf{u}=k\mathbf{v} for some scalar kk. In R3\mathbb{R}^3, parallel vectors also satisfy u×v=0\mathbf{u}\times\mathbf{v}=\mathbf{0}.

  • Three vectors are coplanar when (u×v)⋅w=0\left(\mathbf{u}\times\mathbf{v}\right)\cdot\mathbf{w}=0.

  • The area of a parallelogram is ∥u×v∥\|\mathbf{u}\times\mathbf{v}\|.

  • The volume of a parallelepiped is ∣(u×v)⋅w∣\left|\left(\mathbf{u}\times\mathbf{v}\right)\cdot\mathbf{w}\right|.

The last expression is the absolute value of the . It combines the base area from a with the component of the third perpendicular to that base.

A practical choice of tool is:

  1. Use component arithmetic for sums, differences, scalar multiples, and magnitudes.

  2. Use the for angles, perpendicularity, projections, and work.

  3. Use the for perpendicular directions, triangle areas, and parallelogram areas.

  4. Use a with a point to construct a line.

  5. Use a with a point to construct a plane.

  6. Use a of two in-plane directions to obtain a plane's .

Together, these methods provide a unified algebraic language for geometry in space.