What is Vector Algebra & Multi-Dimensional Geometry?
Mathematical Foundation
Laws & Principles
- Orthogonality Rule: The resulting vector C is always 100% mathematically perpendicular to the exact plane containing vector A and vector B.
- Anti-Commutative Property: Order matters immensely. A × B does not equal B × A. Instead, A × B = -(B × A). Swapping the order flips the vector precisely 180 degrees in the exact opposite direction.
- Parallel Zero Rule: If vector A and vector B are perfectly parallel (or anti-parallel), their cross product is the Zero Vector ⟨0,0,0⟩ because they fail to define a 2D plane.
- Right-Hand Rule: If you point your right index finger along vector A, and your middle finger along vector B, your thumb points in the direction of the new vector C.
Step-by-Step Example Walkthrough
" A video game physics engine needs to calculate the surface normal of a triangle polygon to determine how light should bounce off it. Vector A is an edge pointing ⟨1, 2, 3⟩. Vector B is another edge pointing ⟨4, 5, 6⟩. "
- 1. Identify the X-component of C: (ay × bz) - (az × by) = (2 × 6) - (3 × 5) = 12 - 15 = -3.
- 2. Identify the Y-component of C: (az × bx) - (ax × bz) = (3 × 4) - (1 × 6) = 12 - 6 = 6.
- 3. Identify the Z-component of C: (ax × by) - (ay × bx) = (1 × 5) - (2 × 4) = 5 - 8 = -3.
- 4. Construct Vector C: The normal vector is ⟨ -3, 6, -3 ⟩.
- 5. Calculate Magnitude: √((-3)² + (6)² + (-3)²) = √(9 + 36 + 9) = √54 ≈ 7.348.