The vector product, or cross product, of two three-dimensional vectors is found by combining their components in a fixed order. The result is a vector perpendicular to both original vectors, and its direction follows the right-hand screw rule.
Calculation Method
For vectors and , use
The component order is first , then , then . A reliable alternative is determinant expansion, but the middle component must carry the correct negative sign.
Let and . Then
Check perpendicularity using scalar products:
Both results are zero, so the cross product is orthogonal to each vector.
Direction and Orientation
The cross product has two possible perpendicular directions. Use the right-hand screw rule: point your right-hand fingers along , curl them toward through the smaller angle, and your thumb indicates . Swapping the vectors reverses this direction.
If asked for a normal vector, any non-zero scalar multiple of the cross product is valid. A unit normal requires division by its magnitude.
Geometric Meaning
The magnitude satisfies
It gives the parallelogram's area. Here,
so the corresponding triangle has area . The unit normal is .
This also explains why parallel vectors have zero cross product: the angle between them is or , so . If the cross product is zero for non-zero vectors, they are parallel or anti-parallel. This is a useful geometric check on your calculation.
| Property | Consequence |
|---|---|
| Order matters | |
| Parallel vectors | because |
A common misconception is that the cross product is a scalar. It is a vector; the dot product produces a scalar. Triangle area is half the cross-product magnitude.
IB Exam Technique
This is HL-only content from AHL 3.13: Scalar and vector products. All Mathematics AI HL papers are GDC-active, but for calculate show the component substitution before stating the final vector. For area questions, take the magnitude and halve it only for a triangle.
