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
where , , and are unit vectors in the positive coordinate directions.
If and , the from to is found by subtracting coordinates:
The position of is the from the origin to :
For vectors with matching dimensions, addition, subtraction, and scalar multiplication are performed componentwise. For example, if and , then
and
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
For a nonzero , divide by its magnitude to obtain a in the same direction:
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 and ,
For nonzero vectors, the same quantity can be expressed using the angle between them:
Therefore,
The sign gives an immediate geometric test:
If and the vectors are nonzero, their angle is acute.
If , the vectors are perpendicular.
If , their angle is obtuse.
For example, let and . Then
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 onto is
and the projection is
In an application such as work by a constant force, the work is the of force and displacement:
Takeaway: Use the for angles, perpendicularity, projections, and directional components.
Perpendicular Directions and Area
The is defined for vectors in . If and , then
The result is perpendicular to both input vectors. Its magnitude is
so it equals the area of the parallelogram spanned by the vectors. The area of the triangle formed by the same two vectors is
The direction of the follows the right-hand rule. Curl the fingers of your right hand from toward ; your thumb points in the direction of . Reversing the order reverses the direction:
For example, if and , then
Checking with dot products confirms perpendicularity:
and
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 and has , its equation is
where . In component form, this becomes
When all three direction components are nonzero, the same line can be written in symmetric form:
For example, the line through parallel to is
or equivalently
To determine whether two parametric lines intersect, set their corresponding -, -, and -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 and has , then a point lies in the plane exactly when the displacement from is perpendicular to :
This gives the point-normal equation
which can be expanded into standard form:
For example, the plane through with satisfies
or
To find a plane through three noncollinear points , , and , form two vectors in the plane:
Then is a , which can be substituted into the point-normal equation.
The distance from a point to the plane is
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 .
Vectors are parallel when for some scalar . In , parallel vectors also satisfy .
Three vectors are coplanar when .
The area of a parallelogram is .
The volume of a parallelepiped is .
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:
Use component arithmetic for sums, differences, scalar multiples, and magnitudes.
Use the for angles, perpendicularity, projections, and work.
Use the for perpendicular directions, triangle areas, and parallelogram areas.
Use a with a point to construct a line.
Use a with a point to construct a plane.
Use a of two in-plane directions to obtain a plane's .
Together, these methods provide a unified algebraic language for geometry in space.