Vectors and the Geometry of Space
This chapter sets up coordinate systems and vectors for three-dimensional space — the working stage for multivariable calculus. Vectors give compact descriptions of lines, planes, and surfaces, and the algebra of dot and cross products turns geometric questions about angles, areas, and volumes into routine computations.
Three-Dimensional Coordinate Systems
A point in the plane needs two numbers; a point in space needs three. We fix an origin and three mutually perpendicular axes, then locate every point by an ordered triple of coordinates.
Coordinate Axes and Octants
Three mutually perpendicular directed lines through the origin form the x-, y-, and z-axes. Their orientation follows the right-hand rule. The three coordinate planes (xy, yz, xz) divide space into eight regions called octants; the first octant is where all three coordinates are positive.
Ordered Triple
Any point P in space corresponds to a unique triple (a, b, c), where a, b, c are its signed distances from the yz-, xz-, and xy-planes respectively. This one-to-one correspondence between points and triples is the three-dimensional rectangular coordinate system, the set ℝ³.
Surfaces vs. Curves
In ℝ² a single equation generally describes a curve; in ℝ³ a single equation generally describes a surface. For example, z = 3 is a horizontal plane in ℝ³, while the same equation would describe a line in ℝ².
When a region is described by inequalities (e.g. \(1 \le x^2+y^2+z^2 \le 4,\; z \le 0\)), translate each inequality into geometry separately, then intersect: two concentric spheres bounding a shell, cut by the half-space below the xy-plane. Sketching each constraint before combining avoids most mistakes.
Vectors
A vector carries both magnitude and direction — displacement, velocity, force. It can be drawn as an arrow, but for computation it is best handled through components in a coordinate system.
Vector
A quantity with both magnitude (length) and direction, drawn as a directed line segment. Two vectors are equal (equivalent) if they have the same length and direction, regardless of position. The zero vector 0 has length 0 and no direction.
Vector Addition — Triangle & Parallelogram Laws
To add u + v, place the tail of v at the tip of u; the sum runs from the tail of u to the tip of v (Triangle Law). Equivalently, drawn from a common starting point, the sum is the diagonal of the parallelogram they span (Parallelogram Law).
Scalar Multiplication
Multiplying a vector by a scalar c scales its length by |c|. The direction is preserved if c > 0 and reversed if c < 0. Two nonzero vectors are parallel exactly when one is a scalar multiple of the other.
Components, Standard Basis, Unit Vector
Placing a vector's tail at the origin, its tip's coordinates are its components: a = ⟨a₁, a₂, a₃⟩. The standard basis vectors are i = ⟨1,0,0⟩, j = ⟨0,1,0⟩, k = ⟨0,0,1⟩. A unit vector has length 1; dividing any nonzero vector by its length gives the unit vector in its direction.
For vectors a, b, c and scalars c, d: addition is commutative and associative; a + 0 = a; a + (−a) = 0; scalar multiplication distributes over both vector and scalar sums; (cd)a = c(da); and 1a = a.
Force balance problems are everywhere in statics. Always (1) draw a free-body diagram, (2) resolve each force into components, (3) write one equilibrium equation per axis, and (4) solve the simultaneous system. The two-wire weight here is the prototype for trusses and cable systems you will meet later.
The Dot Product
The dot product multiplies two vectors to produce a scalar. It measures how much two vectors point in the same direction, and it is the tool of choice for angles, orthogonality, projections, and work.
Dot Product (Scalar Product)
The dot product of two vectors multiplies corresponding components and sums the results, yielding a single real number — not a vector. It is also called the scalar product or inner product.
Orthogonality
Two vectors are perpendicular (orthogonal) precisely when their dot product is zero. The zero vector is considered orthogonal to every vector.
Sign of the Dot Product
The dot product is positive when the vectors point in generally the same direction, zero when they are perpendicular, and negative when they point in generally opposite directions — it measures the extent of shared direction.
Direction Angles and Direction Cosines
The direction angles α, β, γ of a vector are the angles it makes with the positive x-, y-, and z-axes. Their cosines, the direction cosines, are exactly the components of the unit vector in that vector's direction, and satisfy cos²α + cos²β + cos²γ = 1.
If θ is the angle between vectors a and b, then a·b = |a||b| cos θ. This is proved by applying the Law of Cosines to the triangle formed by a, b, and a − b.
Two vectors a and b are orthogonal if and only if a·b = 0.
Two practical reflexes: to test perpendicularity, just check whether the dot product is zero — no angle computation needed. And remember that work counts only the component of force along the motion; a force perpendicular to displacement does zero work. That single fact explains why carrying a load horizontally at constant height does no mechanical work.
The Cross Product
Unlike the dot product, the cross product of two vectors is itself a vector — one perpendicular to both inputs. It is defined only in three dimensions and underlies area, volume, and torque calculations.
Cross Product (Vector Product)
The cross product a × b of two 3-D vectors is a vector perpendicular to both a and b, with direction given by the right-hand rule and length equal to the area of the parallelogram they span. It is defined only for three-dimensional vectors.
Right-Hand Rule
Curl the fingers of the right hand from a toward b through the angle between them; the thumb points in the direction of a × b. Reversing the order reverses the result: a × b = −(b × a), so the cross product is not commutative.
Scalar Triple Product & Coplanarity
The scalar triple product a · (b × c) gives the signed volume of the parallelepiped spanned by the three vectors. If it equals zero, the three vectors lie in a common plane (they are coplanar).
Torque
The torque of a force F applied at position r is the cross product τ = r × F. It measures the tendency to produce rotation; its direction is the axis of rotation.
The vector a × b is orthogonal to both a and b. This is verified by showing both a·(a × b) = 0 and b·(a × b) = 0.
Two nonzero vectors a and b are parallel if and only if a × b = 0.
Torque is the rotational analogue of force, and τ = r × F makes the geometry explicit: a longer wrench or a more perpendicular pull both increase torque. This is why you choke up less on a long breaker bar and push at a right angle. Keep the right-hand rule consistent and the sign of every cross product takes care of itself.
Equations of Lines and Planes
A line in space is fixed by a point and a direction vector; a plane is fixed by a point and a normal vector. Vectors convert these geometric descriptions into clean parametric and scalar equations.
Line in Space
A line is determined by a point on it and a vector v parallel to it (the direction). The position vector of any point on the line is the base point's position vector plus a scalar multiple of v.
Direction Numbers & Skew Lines
The components of a line's direction vector are its direction numbers; any proportional set works equally well. Two lines in space are skew if they neither intersect nor are parallel — possible only in three dimensions.
Plane and Normal Vector
A plane is determined by a point in it and a normal vector n orthogonal to the plane. Since n is perpendicular to every vector lying in the plane, the plane is the set of points P with n · (r − r₀) = 0.
Angle Between Planes
Two planes are parallel when their normal vectors are parallel. If not, they meet in a line, and the angle between the planes equals the acute angle between their normal vectors.
Three reliable moves: (1) the direction vector of a line through two points is just B − A; (2) the normal of a plane through three points is the cross product of two edge vectors; (3) to find where a line pierces a plane, substitute the parametric x, y, z into the plane equation and solve for t. Master those three and most line-and-plane problems collapse to arithmetic.
Cylinders and Quadric Surfaces
Beyond planes and spheres lie two more families of surfaces: cylinders, generated by sliding a curve along a line, and quadric surfaces, the 3-D counterparts of the conic sections. Both are understood through their traces.
Trace
A trace (or cross-section) is the curve formed where a surface meets a plane parallel to a coordinate plane. Sketching several traces reveals the shape of an unfamiliar surface.
Cylinder
A cylinder is a surface made of all lines (rulings) parallel to a given line and passing through a given plane curve. A telltale sign: if one of the variables x, y, or z is missing from the equation, the surface is a cylinder whose rulings are parallel to that missing variable's axis.
Quadric Surface
A quadric surface is the graph of a second-degree equation in x, y, and z. By translation and rotation, every quadric reduces to one of two standard forms, producing six basic types: the ellipsoid, elliptic paraboloid, hyperbolic paraboloid, cone, hyperboloid of one sheet, and hyperboloid of two sheets.
The Six Basic Quadric Surfaces
| Surface | Standard Equation | Trace Behavior |
|---|---|---|
| Ellipsoid | \(\dfrac{x^2}{a^2}+\dfrac{y^2}{b^2}+\dfrac{z^2}{c^2}=1\) | All traces are ellipses; a sphere when a = b = c. |
| Elliptic Paraboloid | \(\dfrac{z}{c}=\dfrac{x^2}{a^2}+\dfrac{y^2}{b^2}\) | Horizontal traces ellipses, vertical traces parabolas; the first-power variable is the axis. |
| Hyperbolic Paraboloid | \(\dfrac{z}{c}=\dfrac{x^2}{a^2}-\dfrac{y^2}{b^2}\) | Horizontal traces hyperbolas, vertical traces parabolas; saddle-shaped. |
| Cone | \(\dfrac{z^2}{c^2}=\dfrac{x^2}{a^2}+\dfrac{y^2}{b^2}\) | Horizontal traces ellipses; vertical traces are hyperbolas, or pairs of lines through the origin. |
| Hyperboloid of One Sheet | \(\dfrac{x^2}{a^2}+\dfrac{y^2}{b^2}-\dfrac{z^2}{c^2}=1\) | Horizontal traces ellipses, vertical traces hyperbolas; axis is the negative-coefficient variable. |
| Hyperboloid of Two Sheets | \(-\dfrac{x^2}{a^2}-\dfrac{y^2}{b^2}+\dfrac{z^2}{c^2}=1\) | Two separated pieces; horizontal traces ellipses only beyond the gap, vertical traces hyperbolas. |
To classify any quadric: first complete the square to eliminate linear terms and locate the center, then read off the signs of the squared terms. The pattern of plus and minus signs, plus which variable (if any) appears only to the first power, tells you exactly which of the six surfaces you have. Practice this sign-reading until it is automatic.