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3D Vector Cross Product & Magnitude Calculator

Compute 3D vector cross products, orthogonal magnitudes, and angular separations.

Quick Answer:Input 3D coordinates for vectors A and B. The tool evaluates the determinant of the 3x3 matrix to produce orthogonal vector C.
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How to Use the Cross Product Calculator: 3D Vector Math & Magnitude

  1. 1Enter the 3D components for Vector A ⟨Ax, Ay, Az⟩.
  2. 2Enter the 3D components for Vector B ⟨Bx, By, Bz⟩.
  3. 3Read the resulting orthogonal cross product vector ⟨Cx, Cy, Cz⟩.
  4. 4Review the vector magnitude |A × B|, scalar dot product, and interior angle θ in degrees.

Formula & How It Works

3D Vector Cross Product Determinant

A × B = ⟨AyBz - AzBy, AzBx - AxBz, AxBy - AyBx⟩; |A × B| = |A||B|sin(θ)

Calculates orthogonal vector via standard matrix determinant expansion.

Worked Examples

Cross Product of Unit Vectors i and j

Input: A = ⟨1, 0, 0⟩, B = ⟨0, 1, 0⟩

Explanation: i × j = k, pointing straight up along the positive z-axis according to the right-hand rule.

Result: A × B = ⟨0, 0, 1⟩, Magnitude = 1.0, Angle = 90.00°

Frequently Asked Questions

What is the physical meaning of the cross product vector direction?▼

The resulting vector is strictly perpendicular (normal) to both original vectors, determined by the right-hand rule.

What happens if two vectors are parallel?▼

If two vectors are parallel or anti-parallel, their cross product is the zero vector ⟨0, 0, 0⟩ because sin(0°) = 0.

How does cross product differ from dot product?▼

Cross product produces a new 3D vector perpendicular to the inputs, while dot product produces a single scalar number.

What does the magnitude of the cross product represent geometrically?▼

The magnitude |A × B| equals the area of the parallelogram spanned by the two vectors.

Quick Reference & Conversion Table

Vector AVector BCross Product (A × B)MagnitudeAngle θ
⟨1, 0, 0⟩⟨0, 1, 0⟩⟨0, 0, 1⟩1.00090.0°
⟨0, 1, 0⟩⟨0, 0, 1⟩⟨1, 0, 0⟩1.00090.0°
⟨1, 2, 3⟩⟨4, 5, 6⟩⟨-3, 6, -3⟩7.34812.9°
⟨2, 0, 0⟩⟨4, 0, 0⟩⟨0, 0, 0⟩0.0000.0° (Parallel)

⚠️ Common Pitfalls to Avoid

  • •Assuming cross product is commutative (A × B = -(B × A), which points in the opposite direction).
  • •Attempting to calculate cross products in 2D space without treating z as zero.

💡 Practical Real-World Uses

  • •Calculating torque (τ = r × F) and angular momentum in classical mechanics.
  • •Determining normal surface vectors for 3D computer graphics lighting and ray tracing.
Last reviewed & updated: 2026-11-11
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