Vector Cross Product & Triple Product Calculator
Calculate cross product, triple products, and related quantities for 3D vectors. Essential for physics, engineering, and 3D graphics.
Vector Cross Product Guide
Cross Product Definition
For 3D vectors a = (a₁, a₂, a₃) and b = (b₁, b₂, b₃): a × b = (a₂b₃ − a₃b₂, a₃b₁ − a₁b₃, a₁b₂ − a₂b₁). Determinant form: a × b = |i j k|/|a₁ a₂ a₃|/|b₁ b₂ b₃|. Direction: perpendicular to both a and b. Determined by right-hand rule: fingers from a to b, thumb gives direction of a × b. Magnitude: |a × b| = |a||b| sin θ. Where θ is the angle between vectors. The cross product is anti-commutative: a × b = −(b × a). a × a = 0 (vector with itself is zero). Parallel vectors: a × b = 0 (sin 0° = 0).
Geometric Interpretation
Magnitude of cross product = area of parallelogram spanned by a and b. ½|a × b| = area of triangle with sides a, b. Direction is normal to the plane containing a and b. Right-hand rule: point fingers along a, curl towards b, thumb points along a × b. Reverse: b × a points opposite. Applications in 3D: surface normals in computer graphics. Torque: τ = r × F. The angular momentum and torque are perpendicular to the radius and force vectors. Magnetic force on a current: F = IL × B. Force perpendicu
Triple Products
Scalar triple product: a · (b × c) = (a × b) · c. Geometrically: volume of parallelepiped with edges a, b, c. Equivalent to determinant: a · (b × c) = |a₁ a₂ a₃|/|b₁ b₂ b₃|/|c₁ c₂ c₃|. If zero: the three vectors are coplanar (parallelepiped has zero volume). Vector triple product: a × (b × c) = b(a · c) − c(a · b). Known as the BAC-CAB rule. Useful in deriving vector identities and solving differential equations. Note: cross product is not associative — (a × b) × c ≠ a × (b × c) in general.
Applications
Physics: torque τ = r × F (rotational equivalent of force). Angular momentum L = r × p. Lorentz force F = q(v × B) (force on moving charge in magnetic field). Engineering: moment of force about a point. Beam bending and structural analysis (calculate moments about supports). 3D Graphics: surface normal vectors for lighting calculations. Triangles in 3D: normal = (v₂ − v₁) × (v₃ − v₁). Backface culling: cross products determine whether a triangle faces the camera or away. Navigation: cross produc
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