§4 Vectors and Geometry
1. The Big Idea
Vectors are where algebra and geometry start speaking the same language.
A vector can be understood as:
- an arrow with length and direction
- a coordinate list, like
- a displacement from one point to another
- a tool for describing lines, planes, angles, areas, volumes, and distances
The main habit is this: translate geometric words into vector operations.
| Geometry word | Vector idea |
|---|---|
| length | norm |
| same direction | scalar multiple |
| perpendicular | dot product is zero |
| normal vector | vector perpendicular to a line or plane |
| area | cross product |
| volume | scalar triple product |
| shortest distance | perpendicular component |
2. Vector Basics
A vector is an object with magnitude and direction.
You can picture it as an arrow. The tail is the starting point, and the tip is the ending point.
If a vector starts at point and ends at point , we write
Coordinate Form
In , a vector has two components:
In , a vector has three components:
In , a vector has components:
Vector from One Point to Another
To find the vector from to , subtract coordinates in this order:
In , if
and
then
The shortcut phrase is: terminal minus initial.
Example
If
then
3. Vector Addition and Scalar Multiplication
Vector addition and subtraction happen component-by-component.
If
and
then
and
For a scalar ,
Geometrically, adding vectors combines displacements. Multiplying by a scalar stretches, shrinks, or reverses a vector.
4. Length, Unit Vectors, and Parallel Vectors
Norm
The norm of a vector is its length.
For
the norm is
Example:
Then
Unit Vectors
A unit vector has length .
To make a unit vector in the same direction as , divide by the length of :
This keeps the direction but removes the length.
If you want the opposite direction, use
Parallel Vectors
Two nonzero vectors and are parallel if one is a scalar multiple of the other:
for some scalar .
| Scalar | Meaning |
|---|---|
| same direction | |
| opposite direction | |
| gives the zero vector, so it is not used to compare two nonzero directions |
5. Dot Product: Angles and Perpendicularity
The dot product combines two vectors and gives a number.
For
and
the dot product is
The dot product is useful because it also knows about angles:
where is the angle between the vectors.
So
Reading the Sign of a Dot Product
| Dot product | Angle type | Meaning |
|---|---|---|
| acute | vectors point mostly the same way | |
| right angle | vectors are perpendicular | |
| obtuse | vectors point mostly opposite ways |
Orthogonal Vectors
Two vectors are orthogonal if they meet at a right angle.
Algebraically:
So dot product zero means perpendicular.
6. Distance in
Distance between two points is the length of the displacement vector between them.
In vector language:
If
and
then
This is just the norm formula applied to .
7. Projection
Projection means the “shadow” of one vector in the direction of another vector.
The projection of onto is
This gives the component of that points in the direction of .
The perpendicular component is what is left over:
Projection is useful for:
- splitting a vector into parallel and perpendicular parts
- closest point problems
- distance problems
- understanding shadows/components in a chosen direction
8. Lines and Planes: Main Ingredients
Lines and planes are built from points and direction information.
| Object | What you need |
|---|---|
| line | a point and a direction vector |
| plane in point-normal form | a point and a normal vector |
| plane in parametric form | a point and two nonparallel direction vectors |
A direction vector lies along the object.
A normal vector is perpendicular to the object.
This distinction is the key to most geometry problems.
9. Lines in : Point-Normal Form
A line in can be described using a point and a normal vector.
If the line passes through
and has normal vector
then the equation is
This can be rewritten as
The normal vector is perpendicular to the line. That is why it appears in the equation.
10. Planes in : Point-Normal Form
A plane in can also be described using a point and a normal vector.
If the plane passes through
and has normal vector
then its equation is
This can be rewritten as
The normal vector controls the orientation of the plane. If you know a point on the plane and a vector perpendicular to the plane, you know the plane.
11. Parametric Lines and Planes
Parametric equations use one or more parameters as sliders.
Line in
A line needs:
- a point
- a direction vector
If a line passes through
and is parallel to
then
So
The parameter moves you along the line.
Symmetric Equation of a Line
If , then
This is the symmetric form.
Parametric Plane
A plane in parametric form needs:
- a point
- two nonparallel direction vectors
If the plane passes through
and is parallel to
and
then
In components:
The parameters and let you move in two independent directions across the plane.
12. Cross Product
The cross product is defined only in .
For
and
the cross product is
The output is a vector, not a number.
That vector is perpendicular to both and .
Cross Product Properties
If and are parallel, then
So the cross product is useful when you need a vector perpendicular to two given vectors.
13. Area and Volume
The cross product and scalar triple product turn geometry into formulas.
Area Using Cross Product
The area of the parallelogram determined by and is
The area of the triangle determined by and is
If the triangle has points , use
and
Then
Scalar Triple Product
For vectors in , the scalar triple product is
It can be computed as the determinant
Volume of a Parallelepiped
The volume of the parallelepiped determined by is
If the scalar triple product is zero, then the vectors lie in the same plane. That means they are coplanar.
14. Distance Formulas
Distance formulas usually come from the same idea: the shortest distance is perpendicular.
Distance from a Point to a Plane
For plane
and point
the distance from to the plane is
The numerator measures how far the point is from satisfying the plane equation. The denominator normalizes by the length of the normal vector.
Distance from a Point to a Line in
Suppose a line passes through point and has direction vector .
Let be another point. Then
Why? The cross product gives the area of the parallelogram formed by and .
That area is also
The base is , and the height is the distance.
Distance Between Skew Lines
Suppose line passes through with direction , and line passes through with direction .
First create a vector perpendicular to both lines:
Then the distance between the skew lines is
This measures the component of the connecting vector in the direction perpendicular to both lines.
15. Relationships Between Lines and Planes
These relationship tests are common in geometry problems.
Line and Plane
Suppose a line has direction vector , and a plane has normal vector .
| Relationship | Test | Reason |
|---|---|---|
| line is parallel to plane | line direction is perpendicular to plane normal | |
| line is perpendicular to plane | line direction is parallel to plane normal | |
| line intersects plane | substitute the line into the plane | solve for the parameter |
Two Lines in
Let two lines have direction vectors and .
| Relationship | How to check |
|---|---|
| parallel | direction vectors are scalar multiples, or |
| intersecting | solve the parametric equations and get a common point |
| skew | not parallel and no common point |
Skew lines exist only in 3D. They miss each other without being parallel.
16. Closest Point Problems
Closest point problems are really perpendicularity problems.
Closest Point on a Plane
To find the closest point on a plane to a point :
- Find the normal vector of the plane.
- Create a line through in direction .
- Intersect that line with the plane.
- The intersection point is the closest point.
Why? The shortest path from a point to a plane is perpendicular to the plane.
Closest Point on a Line
To find the closest point on a line to point :
- Use the line direction vector .
- Create a plane through whose normal vector is .
- Intersect that plane with the line.
- The intersection point is the closest point.
Why? The shortest segment from a point to a line is perpendicular to the line.
17. Plane Construction Recipes
Many plane problems are about finding a normal vector. Once you have the normal vector and a point, use point-normal form.
Plane Through Three Points
Given three points :
- Compute two direction vectors:
and
- Cross them to get a normal vector:
- Use point-normal form:
Plane Containing a Line and a Point
If a plane contains a line and a point not on the line:
- Use the direction vector of the line.
- Use a vector from a point on the line to the extra point.
- Cross those two vectors to get the normal vector.
- Use point-normal form.
Plane Containing Two Parallel Lines
If two lines are parallel:
- Use their common direction vector.
- Use a vector connecting a point on the first line to a point on the second line.
- Cross those two vectors to get the plane normal.
- Use point-normal form.
18. Problem-Solving Routine
For vector geometry problems, use this routine:
- Identify the goal. Are you finding a vector, length, angle, line, plane, area, volume, or distance?
- Write down the given points and vectors. Keep labels clear.
- If you need a direction vector, subtract points. Use terminal minus initial.
- If you need perpendicularity, use dot product or cross product. Dot product tests perpendicularity; cross product creates perpendicular vectors in .
- If you need a plane, look for a normal vector. A normal plus a point gives point-normal form.
- If you need a distance, choose the right formula. Point-plane, point-line, and skew-line distances use different setups.
- Check the type of answer. A distance is a scalar, a direction is a vector, a line/plane is an equation, and an intersection is a point.
19. Key Takeaways
- A vector has magnitude and direction.
- To find , compute terminal minus initial.
- The norm gives vector length.
- A unit vector keeps direction but has length .
- Dot product gives angle information and detects perpendicularity.
- Projection gives the shadow of one vector in another direction.
- A line needs a point and direction vector.
- A plane in point-normal form needs a point and normal vector.
- Cross product creates a vector perpendicular to two vectors in .
- Cross product gives area; scalar triple product gives volume.
- Shortest distance problems usually involve perpendicular directions.
Mini-Self-Check
- If and , what is ?
Use terminal minus initial:
- What does tell you?
It tells you that the vectors are orthogonal, meaning they are perpendicular.
- What does give you?
It gives a vector perpendicular to both and , assuming the vectors are in .
- What do you need to write a line in ?
You need a point on the line and a direction vector for the line.
- What do you need to write a plane in point-normal form?
You need a point on the plane and a normal vector perpendicular to the plane.