Vectors and the Geometry of Space/Three-Dimensional Coordinates, Vectors, and the Dot Product

Lesson 10.11,225 words

Three-Dimensional Coordinates, Vectors, and the Dot Product

Space needs three coordinates, so we set up the rectangular system, the distance formula, and the equation of a sphere. Vectors then package magnitude and direction into a single algebraic object with its own arithmetic.

╌╌╌╌

A point in a plane is fixed by two numbers; a point in space needs three. The extra coordinate calls for tools to measure distance, name directions, and multiply geometric quantities. A coordinate system — an origin and three mutually perpendicular axes — names points and measures lengths. A vector records a displacement or a force as one object carrying both size and direction. The dot product, the first of two ways to multiply vectors, recovers the angle between them.

Three-dimensional coordinates

Choose a fixed point , the origin, and three directed lines through it that are mutually perpendicular: the -, -, and -axes. The orientation follows the right-hand rule: curl the fingers of your right hand from the positive -axis toward the positive -axis, and your thumb points along the positive -axis. The three axes taken in pairs determine the three coordinate planes — the -, -, and -planes — which cut space into eight octants. The first octant is the one where all three coordinates are positive.

To locate , start at , move units along the -axis, then units parallel to the -axis, then units parallel to the -axis. Dropping a perpendicular from to the -plane gives the projection ; the point together with its projections spans a rectangular box whose diagonal runs from to .

The point P(2,2,2) reached by moving along x, then parallel to y, then up parallel to z, with the rectangular box that its coordinates span.

Distance and spheres

The Pythagorean theorem, applied twice to that box, extends the plane distance formula to space with no change in form: add one more squared difference.

For example, the distance from to is

A sphere is the set of points at a fixed distance (the radius) from a fixed center . Squaring the distance condition gives the standard equation directly.

A second-degree equation in with equal, positive coefficients on the squared terms is a sphere; completing the square puts it in standard form. Take

Group and complete each square:

so , a sphere with center and radius .

Vectors

A vector records a quantity that has both magnitude and direction — displacement, velocity, force. Geometrically it is an arrow: a directed segment whose length is the magnitude and whose heading is the direction. An arrow from to is written . Two arrows with the same length and direction are the same vector, regardless of where they are drawn; only length and direction matter.

Combining vectors

Two operations generate all of vector algebra.

  • Addition (the Triangle Law): to form , place the tail of at the tip of ; the sum runs from the tail of to the tip of . Drawing both vectors from a common tail and completing the parallelogram gives the same sum along the diagonal (the Parallelogram Law), which shows addition is commutative.
  • Scalar multiplication: for a real number (a scalar), the vector has length times that of , with the same direction if and the opposite direction if . The difference is .
The Triangle Law places v tip-to-tail after u; the Parallelogram Law draws both from one point, so the sum is the shared diagonal and u+v = v+u.

Components

Place a vector's tail at the origin; its tip lands at a point, and those coordinates are the vector's components. This turns geometry into arithmetic.

The vector from to is . Its magnitude is the length of any representing segment, given by the distance formula:

Arithmetic on vectors is arithmetic on components — add, subtract, and scale componentwise:

These operations satisfy the same eight laws as ordinary addition and scaling.

PropertyStatement
Commutative
Associative
Additive identity
Additive inverse
Distributive (over vectors)
Distributive (over scalars)

Standard basis and unit vectors

Three special vectors of length point along the positive axes:

Any vector decomposes along them, giving an equivalent notation: . For instance .

A unit vector has length . Any nonzero has a unique unit vector in its direction, found by dividing out the length:

The vector has length , so its direction is captured by the unit vector . Because a force carries a magnitude and a direction, it is a vector too, and the net effect of several forces on a body is their vector sum.

The dot product

Beyond addition and scaling, vectors admit two products. The first, the dot product, returns a scalar that encodes the angle between the two vectors.

For example , and . The dot product is commutative and distributive, and .

The geometric meaning

The definition is algebraic, but the dot product has a purely geometric reading in terms of the angle between the two vectors (measured with both tails at a common point, ).

The proof applies the Law of Cosines to the triangle with sides , , and :

Expanding the left side with and cancelling leaves . Solving for the cosine gives the angle directly.

Orthogonality and sign

Since for nonzero vectors, the sign of is the sign of : positive when the vectors point in generally the same direction (), zero when they are perpendicular, negative when they point generally apart (). The zero case is the most useful.

The vectors and are perpendicular because their dot product is .

The sign of the dot product tracks the angle: positive for an acute angle, zero at a right angle, negative for an obtuse angle.

The angles that makes with the positive axes are its direction angles, and their cosines — the direction cosines — are the components of the unit vector : applying the corollary with gives , and likewise for the others.

Projections

How much of lies along the direction of ? Drop a perpendicular from the tip of onto the line through ; the shadow it casts is the vector projection , and its signed length is the scalar projection .

The scalar projection of b onto a is the signed length of the perpendicular shadow of b along a; the vector projection is that length times the unit vector of a.

Since the scalar projection is and , dividing by isolates it. The vector projection is that scalar times the unit vector of .

Work as a dot product

Projection defines physical work. When a constant force moves an object along a displacement , only the component of along does work. That component is a scalar projection, so the work is the dot product

╌╌ END ╌╌