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Cross Product of Vectors


Symbolic visualization of u × v = w, one component at a time — by the component formula or by expanding the i, j, k determinant.

Method?The cross product u × v of two vectors in three-dimensional space is a third vector, perpendicular to both, whose length is the area of the parallelogram u and v span. Each component is a 2×2 determinant built from the other two rows of u and v. The determinant method writes i, j, k over u and v as a symbolic 3×3 determinant and expands along the first row — a mnemonic that produces exactly the same three expressions.
Vector length
u, vfixed at3— the cross product is defined only in three dimensions
u3×1
u1
u2
u3
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v3×1
v1
v2
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u × v3×1
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Step 1 / 5

Step explanations

1Cross product u × v, by the component formula
u and v are vectors in three-dimensional space. Their cross product is a third vector w with three components. Each component is found by skipping its own row and cross-multiplying the other two rows of u and v: wk = uavb − ubva, with a and b the rows after k in cyclic order 1 → 2 → 3 → 1.
Two vectors in, a vector out - and only in three dimensions. Learn more about the opening scene · what it is








Key Terms

Cross product — the vector u×v\mathbf{u} \times \mathbf{v} built from two vectors in R3\mathbb{R}^3. It is perpendicular to both, and its length is the area of the parallelogram the two vectors span.

Component formulaw1=u2v3u3v2w_1 = u_2 v_3 - u_3 v_2, w2=u3v1u1v3w_2 = u_3 v_1 - u_1 v_3, w3=u1v2u2v1w_3 = u_1 v_2 - u_2 v_1. Each component skips its own row and cross-multiplies the other two.

Determinant mnemonic — the symbolic 3×33 \times 3 determinant with i,j,k\mathbf{i}, \mathbf{j}, \mathbf{k} in the first row, u\mathbf{u} in the second and v\mathbf{v} in the third. Expanding along the first row reproduces the component formula.

Cyclic order — the index pattern 12311 \to 2 \to 3 \to 1 that decides which product carries the plus sign in each component.

Minor and cofactor — the 2×22 \times 2 determinant left after striking a row and a column, and that determinant with its position sign (+,,+)(+, -, +) attached.

Right-hand rule — the convention that fixes which of the two perpendicular directions u×v\mathbf{u} \times \mathbf{v} points along.

Anticommutativityv×u=(u×v)\mathbf{v} \times \mathbf{u} = -(\mathbf{u} \times \mathbf{v}). Swapping the operands reverses every component.

Getting Started with the Visualizer

Pick a method, then watch u×v=w\mathbf{u} \times \mathbf{v} = \mathbf{w} fill one component at a time.

• Use the Method pills to switch between the component formula and the determinant expansion
• There is no length control: the cross product is defined only for vectors in R3\mathbb{R}^3, so u\mathbf{u}, v\mathbf{v} and w\mathbf{w} always have three components
• Hover the ? icon for a reminder of what the cross product is and how the two methods relate
• Press play or step manually through the scene player; the speed selector and step log let you control pace and review
• Both methods produce the same three expressions — switch between them at the same step to compare

The Two Methods

The visualizer offers two routes to the same three numbers.

Component formula — for component kk, skip row kk of both vectors and cross-multiply the remaining two rows: wk=uavbubvaw_k = u_a v_b - u_b v_a, where aa and bb are the rows after kk in cyclic order. Three scenes, one per component
Determinant expansion — write i,j,k\mathbf{i}, \mathbf{j}, \mathbf{k} above u\mathbf{u} and v\mathbf{v} as a symbolic determinant and expand along the first row. Each scene strikes a row and a column, highlights the 2×22 \times 2 minor that remains, applies the cofactor sign, and writes the result into w\mathbf{w}

The component formula is faster by hand. The determinant is easier to remember, and it explains where the minus sign in the middle component comes from: it is the cofactor sign of the second column.

The Opening Scene: Two Vectors in Three Dimensions

The player starts with u\mathbf{u} and v\mathbf{v} drawn as three-component columns and an empty w\mathbf{w} waiting to hold u×v\mathbf{u} \times \mathbf{v}.

Nothing is computed yet. What the scene fixes is the shape of the answer: two vectors in, a vector out, with the same three rows as its inputs.
u3×1u1u2u3×v3×1v1v2v3=u × v3×1???
Opening scene, frozen

u and v as three-component columns, w empty on the right. Two vectors in, one vector out - and the length is pinned at three because the operation exists nowhere else.

That output shape separates the cross product from the dot product, which takes the same two inputs and collapses them to a single number. Here the result keeps its three components, and each one will be assembled from entries of both u\mathbf{u} and v\mathbf{v}.

The one precondition is that both vectors live in R3\mathbb{R}^3. A cross product of two vectors in the plane, or in four dimensions, is not defined, which is why the tool offers no length control.

The Component Sweep

Each step of the component method skips one row of both vectors and cross-multiplies the other two: the u\mathbf{u} entry from the first remaining row with the v\mathbf{v} entry from the second, minus the reverse pairing.

The frozen picture below is the middle step. Row 2 is skipped, the entries in rows 3 and 1 are active, and w2=u3v1u1v3w_2 = u_3 v_1 - u_1 v_3 is being written.
u3×1u1u2u3×v3×1v1v2v3=u × v3×1u2v3u3v2u3v1u1v3?
Component method, middle step

Row 2 of u and v muted, rows 3 and 1 active, and w2 being written as u3v1 − u1v3. The rows are read in cyclic order, 3 then 1, which is where the sign is usually lost.

Each component is a 2×22 \times 2 determinant. Take the two rows of u\mathbf{u} and v\mathbf{v} that are not the component's own row, arrange them as a 2×22 \times 2 block, and the component is that block's determinant, with the rows read in cyclic order.

The cyclic order is the whole difficulty. For w1w_1 the rows run 2,32, 3; for w3w_3 they run 1,21, 2; for w2w_2 they run 3,13, 1, not 1,31, 3. Reading them as 1,31, 3 produces u1v3u3v1u_1 v_3 - u_3 v_1, the correct value with the wrong sign, and it is by far the most common cross product error.

The Determinant Expansion

The determinant method writes i,j,k\mathbf{i}, \mathbf{j}, \mathbf{k} in the first row, u\mathbf{u} in the second and v\mathbf{v} in the third, then expands along the first row. Each step strikes the first row and one column, leaving a 2×22 \times 2 minor, and the cofactor sign for that column decides whether the minor is taken as is or negated.

The frozen picture below is the j\mathbf{j} step. The first row and second column are struck, the minor is the block u1,u3u_1, u_3 over v1,v3v_1, v_3, and the sign is minus.
detijku1u2u3v1v2v3=u × v3×1u2v3u3v2u3v1u1v3?
Determinant method, the j step

First row and second column struck through, the 2×2 minor highlighted, and the cofactor sign for this column negative. The negated minor reorders into the same expression the component method produces.

This is a mnemonic rather than a determinant in the strict sense, because the top row holds vectors, not numbers. But the expansion is mechanical and it produces exactly the three expressions of the component formula, so anyone who can expand a 3×33 \times 3 determinant can compute a cross product without memorising the cyclic rule.

It also explains the awkward sign. The cofactor signs along the first row alternate +,,++, -, +, so the j\mathbf{j} coefficient is (u1v3u3v1)-(u_1 v_3 - u_3 v_1). Distribute the minus and the terms reorder to u3v1u1v3u_3 v_1 - u_1 v_3, which is precisely the cyclic form. Two methods, one answer.

The Completed Product

The final scene fills all three rows, so w\mathbf{w} reads (u2v3u3v2,  u3v1u1v3,  u1v2u2v1)(u_2 v_3 - u_3 v_2,\; u_3 v_1 - u_1 v_3,\; u_1 v_2 - u_2 v_1).

Each entry mixes components of both inputs, and no entry of w\mathbf{w} uses the matching entries of u\mathbf{u} and v\mathbf{v}: row 1 of w\mathbf{w} never sees u1u_1 or v1v_1.
u3×1u1u2u3×v3×1v1v2v3=u × v3×1u2v3u3v2u3v1u1v3u1v2u2v1
Completed cross product, frozen

All three rows of w filled. Each holds a 2×2 determinant from the other two rows of u and v; the vector is perpendicular to both inputs and its length is the area they span.

Three facts follow from the completed picture. The vector is perpendicular to both inputs: dot it with u\mathbf{u} or with v\mathbf{v} and every product cancels against another, leaving zero. Its length is the area of the parallelogram spanned by u\mathbf{u} and v\mathbf{v}, which is uvsinθ\|\mathbf{u}\|\,\|\mathbf{v}\| \sin\theta. And its direction follows the right-hand rule, so swapping the inputs reverses every sign: v×u=(u×v)\mathbf{v} \times \mathbf{u} = -(\mathbf{u} \times \mathbf{v}).

The perpendicularity is the property worth remembering as a check. A cross product computed by hand should always be dotted back against its two inputs, and both dot products must vanish.

Reading the Scene Player

Each scene combines highlights, arrows, and a caption.

• In the component method, the two active entries of u\mathbf{u} are highlighted primary, the two active entries of v\mathbf{v} secondary, and the skipped row of each vector is muted; four curved arrows flow into the destination component of w\mathbf{w}, highlighted accent
• In the determinant method, the pivot basis vector is highlighted primary, the struck row and column are greyed and lined through, the 2×22 \times 2 minor is secondary, and one arrow flows from the pivot into the destination component
• Filled components of w\mathbf{w} show their symbolic content, uavbubvau_a v_b - u_b v_a, in a wider cell so the two-term expression stays readable
• The step log on the right keeps a record of every completed component, and clicking any entry jumps back to that scene

Why the Length Is Fixed at Three

Every other vector tool in this section has a length stepper. This one does not, and the reason is mathematical rather than a design choice.

• In R3\mathbb{R}^3 there is exactly one direction perpendicular to two independent vectors (up to sign), so a vector-valued product makes sense
• In R2\mathbb{R}^2 there is no room: the only thing left of the formula is the single number u1v2u2v1u_1 v_2 - u_2 v_1, the signed area, which is a scalar
• In Rn\mathbb{R}^n for n4n \geq 4 the space perpendicular to two vectors has dimension n2n - 2, so there is no single perpendicular direction to pick
• The generalization that does work in every dimension is the wedge product, which returns an oriented area rather than a vector; the cross product is the special case where that area can be encoded as a normal vector

A bilinear, anticommutative, vector-valued product of two vectors with the cross product's properties exists only in dimensions three and seven.

What the Cross Product Is

The cross product of two vectors u,vR3\mathbf{u}, \mathbf{v} \in \mathbb{R}^3 is the vector

u×v=(u2v3u3v2u3v1u1v3u1v2u2v1)\mathbf{u} \times \mathbf{v} = \begin{pmatrix} u_2 v_3 - u_3 v_2 \\ u_3 v_1 - u_1 v_3 \\ u_1 v_2 - u_2 v_1 \end{pmatrix}


The same vector is the formal expansion of

u×v=ijku1u2u3v1v2v3=(u2v3u3v2)i(u1v3u3v1)j+(u1v2u2v1)k\mathbf{u} \times \mathbf{v} = \begin{vmatrix} \mathbf{i} & \mathbf{j} & \mathbf{k} \\ u_1 & u_2 & u_3 \\ v_1 & v_2 & v_3 \end{vmatrix} = (u_2 v_3 - u_3 v_2)\,\mathbf{i} - (u_1 v_3 - u_3 v_1)\,\mathbf{j} + (u_1 v_2 - u_2 v_1)\,\mathbf{k}


Geometrically, u×v\mathbf{u} \times \mathbf{v} is perpendicular to both u\mathbf{u} and v\mathbf{v}, its length is

u×v=uvsinθ\|\mathbf{u} \times \mathbf{v}\| = \|\mathbf{u}\|\,\|\mathbf{v}\| \sin\theta


the area of the parallelogram spanned by the two vectors, and its direction is given by the right-hand rule: curl the fingers of the right hand from u\mathbf{u} toward v\mathbf{v} and the thumb points along u×v\mathbf{u} \times \mathbf{v}.

For the full treatment, including the geometric proof of the length formula and the scalar triple product, see the cross product theory page.

Key Properties

The cross product is bilinear but neither commutative nor associative.

Anticommutativity: v×u=(u×v)\mathbf{v} \times \mathbf{u} = -(\mathbf{u} \times \mathbf{v})
Distributivity: u×(v+w)=u×v+u×w\mathbf{u} \times (\mathbf{v} + \mathbf{w}) = \mathbf{u} \times \mathbf{v} + \mathbf{u} \times \mathbf{w}
Scalar pull-out: (ku)×v=k(u×v)=u×(kv)(k\mathbf{u}) \times \mathbf{v} = k(\mathbf{u} \times \mathbf{v}) = \mathbf{u} \times (k\mathbf{v})
Self-product: u×u=0\mathbf{u} \times \mathbf{u} = \mathbf{0}, and more generally u×v=0\mathbf{u} \times \mathbf{v} = \mathbf{0} exactly when u\mathbf{u} and v\mathbf{v} are parallel
Perpendicularity: u(u×v)=0\mathbf{u} \cdot (\mathbf{u} \times \mathbf{v}) = 0 and v(u×v)=0\mathbf{v} \cdot (\mathbf{u} \times \mathbf{v}) = 0
Not associative: (u×v)×wu×(v×w)(\mathbf{u} \times \mathbf{v}) \times \mathbf{w} \neq \mathbf{u} \times (\mathbf{v} \times \mathbf{w}) in general
Lagrange identity: u×v2=u2v2(uv)2\|\mathbf{u} \times \mathbf{v}\|^2 = \|\mathbf{u}\|^2 \|\mathbf{v}\|^2 - (\mathbf{u} \cdot \mathbf{v})^2
Standard basis: i×j=k\mathbf{i} \times \mathbf{j} = \mathbf{k}, j×k=i\mathbf{j} \times \mathbf{k} = \mathbf{i}, k×i=j\mathbf{k} \times \mathbf{i} = \mathbf{j}, cyclically

The basis products are the component formula in miniature: the cyclic order 12311 \to 2 \to 3 \to 1 is the same pattern that assigns the plus sign in each component.

Why It Matters

The cross product is the standard way to manufacture a perpendicular direction from two known ones.

Normal vectors: the normal to the plane through three points, or to a surface patch, is a cross product of two edge vectors
Area: u×v\|\mathbf{u} \times \mathbf{v}\| is the area of the parallelogram spanned by u\mathbf{u} and v\mathbf{v}, and half of it is the area of the triangle
Volume: the scalar triple product u(v×w)\mathbf{u} \cdot (\mathbf{v} \times \mathbf{w}) is the signed volume of the parallelepiped, and it is the 3×33 \times 3 determinant with the three vectors as rows
Physics: torque τ=r×F\boldsymbol{\tau} = \mathbf{r} \times \mathbf{F}, angular momentum L=r×p\mathbf{L} = \mathbf{r} \times \mathbf{p}, and the magnetic force qv×Bq\mathbf{v} \times \mathbf{B} are all cross products
Orientation: the sign of a cross product tells whether a turn is clockwise or counterclockwise, which drives orientation tests in computational geometry
Computer graphics: lighting, back-face culling and camera coordinate frames all rely on cross products for normals and perpendicular axes

Worked Example

Take

u=(123),v=(456)\mathbf{u} = \begin{pmatrix} 1 \\ 2 \\ 3 \end{pmatrix}, \quad \mathbf{v} = \begin{pmatrix} 4 \\ 5 \\ 6 \end{pmatrix}


Component by component:

w1=u2v3u3v2=2635=1215=3w_1 = u_2 v_3 - u_3 v_2 = 2 \cdot 6 - 3 \cdot 5 = 12 - 15 = -3


w2=u3v1u1v3=3416=126=6w_2 = u_3 v_1 - u_1 v_3 = 3 \cdot 4 - 1 \cdot 6 = 12 - 6 = 6


w3=u1v2u2v1=1524=58=3w_3 = u_1 v_2 - u_2 v_1 = 1 \cdot 5 - 2 \cdot 4 = 5 - 8 = -3


So

u×v=(363)\mathbf{u} \times \mathbf{v} = \begin{pmatrix} -3 \\ 6 \\ -3 \end{pmatrix}


Check perpendicularity with the dot product: uw=3+129=0\mathbf{u} \cdot \mathbf{w} = -3 + 12 - 9 = 0 and vw=12+3018=0\mathbf{v} \cdot \mathbf{w} = -12 + 30 - 18 = 0. The area of the parallelogram spanned by u\mathbf{u} and v\mathbf{v} is w=9+36+9=54=36\|\mathbf{w}\| = \sqrt{9 + 36 + 9} = \sqrt{54} = 3\sqrt{6}.

Step through the visualizer with either method to see the same three expressions assembled symbolically.

Common Mistakes

A few mistakes recur.

Losing the sign of the middle componentw2=u3v1u1v3w_2 = u_3 v_1 - u_1 v_3, not u1v3u3v1u_1 v_3 - u_3 v_1. The cyclic rule puts row 3 before row 1; the determinant explains it as the minus cofactor sign of the second column
Treating it as commutativev×u\mathbf{v} \times \mathbf{u} is (u×v)-(\mathbf{u} \times \mathbf{v}), the opposite vector
Confusing it with the dot product — the dot product returns a scalar and measures alignment; the cross product returns a vector and measures perpendicularity and area
Assuming associativity(u×v)×w(\mathbf{u} \times \mathbf{v}) \times \mathbf{w} and u×(v×w)\mathbf{u} \times (\mathbf{v} \times \mathbf{w}) are different vectors in general
Applying it outside R3\mathbb{R}^3 — there is no vector cross product of two vectors in R2\mathbb{R}^2 or R4\mathbb{R}^4; in the plane the formula collapses to the scalar u1v2u2v1u_1 v_2 - u_2 v_1
Reading the determinant literally — the top row holds vectors, so it is a mnemonic for the expansion, not a determinant of a numerical matrix
Skipping the check — a cross product is easy to verify: dot the result with each input, and both must come out zero