What Is the Cross Product?
This cross product calculator computes A × B — a binary operation on two 3D vectors that returns a third vector perpendicular to both inputs. Given vectors A = (ax, ay, az) and B = (bx, by, bz), the cross product is:
A × B = (ay·bz − az·by, az·bx − ax·bz, ax·by − ay·bx)
The magnitude of the result equals |A| × |B| × sin(θ), where θ is the angle between the two input vectors. This means the cross product is largest when A and B are perpendicular (sin 90° = 1) and zero when they are parallel (sin 0° = 0). This calculator returns the full result vector, its magnitude, the magnitude of each input vector, and the angle between A and B — all computed from the i, j, k components you enter.
The Cross Product Formula and How to Apply It
The determinant expansion is the standard way to remember the cross product formula. Write A and B as rows of a 3×3 matrix with unit vectors i, j, k in the first row:
| i j k | | ax ay az | | bx by bz | A × B = i(ay·bz − az·by) − j(ax·bz − az·bx) + k(ax·by − ay·bx)
Note the sign alternation: +i, −j, +k. A common mistake is to forget the negative sign on the j component, which flips that component of the result. This calculator handles the formula exactly, so you can use it to verify hand calculations.
Cross Product vs. Dot Product
The cross product and dot product are the two fundamental vector multiplication operations, and they measure different things:
- Dot product (A · B) — returns a scalar. Equals |A| × |B| × cos(θ). Maximum when vectors point in the same direction (θ = 0°). Used to find the component of one vector along another, to check perpendicularity (dot product = 0 means 90°), and to calculate work in physics (W = F · d).
- Cross product (A × B) — returns a vector. Magnitude equals |A| × |B| × sin(θ). Maximum when vectors are perpendicular (θ = 90°). Used to find normal vectors, compute torque and angular momentum, and determine surface orientation.
For many geometry problems you need both. This calculator shows the angle between the vectors (derived from the dot product formula) alongside the cross product, so you have the full picture. The Pythagorean theorem calculator is useful for checking vector magnitudes — the magnitude of a 3D vector (ax, ay, az) is √(ax² + ay² + az²), which is the 3D extension of the Pythagorean theorem.
Physical Applications of the Cross Product
The cross product is fundamental in mechanics and electromagnetism:
- Torque — τ = r × F, where r is the position vector from the pivot to the point of force application and F is the force vector. The magnitude is |r| × |F| × sin(θ), and the direction is the axis of rotation (right-hand rule).
- Magnetic force — F = q(v × B), where q is charge, v is velocity, and B is the magnetic field. A positive charge moving perpendicular to a magnetic field experiences maximum force; a charge moving parallel to B experiences no force.
- Angular momentum — L = r × p = r × (m·v). The cross product relates the linear momentum of an orbiting body to its angular momentum vector, which points along the rotation axis.
- Surface normals — in 3D computer graphics, the cross product of two edge vectors of a triangle gives the surface normal needed for lighting calculations.
Geometric Interpretation: Area of a Parallelogram
The magnitude of A × B is equal to the area of the parallelogram with A and B as adjacent sides. Halve that value to get the area of the triangle formed by those two vectors. This makes the cross product valuable in computational geometry for checking whether points are collinear (zero cross product), calculating polygon areas, and determining if a point lies inside a triangle. For rectangular volume problems, the cubic feet calculator extends this idea to three dimensions using length × width × height.
The Right-Hand Rule
The direction of A × B is determined by the right-hand rule: point your right-hand fingers along A, curl them toward B through the smaller angle, and your thumb points in the direction of A × B. This means the cross product is anti-commutative: B × A = −(A × B). The result vector is always perpendicular to the plane containing A and B, which is why it is used to define rotation axes and surface normals in 3D space.
When A and B are parallel (or one is zero), the cross product is the zero vector and the right-hand rule is undefined — there is no unique perpendicular direction. The calculator displays a warning in this case.
Sources & References
- Cross Product — Khan Academy — Khan Academy
- Cross Product — Wikipedia — Wikipedia