Enter your vectors
Type components for vectors a and b. If you’re working in 2D, set z = 0 (or leave it as 0).
Need the cross product of two vectors fast? This free calculator computes a × b (in 3D), shows the resulting vector, its magnitude (the area of the parallelogram), and the direction (a perpendicular “normal” using the right‑hand rule). Great for physics, linear algebra, and 3D graphics.
Type components for vectors a and b. If you’re working in 2D, set z = 0 (or leave it as 0).
The cross product (also called the vector product) is a way to multiply two vectors in 3D and get a new vector that is perpendicular to both. If you’ve seen the dot product before, here’s the key difference: the dot product produces a scalar (a single number), while the cross product produces a vector (a direction + magnitude).
The cross product is written as a × b. If a = (ax, ay, az) and b = (bx, by, bz), then the cross product is:
That is, the components are:
The magnitude of the cross product, |a × b|, has a powerful geometric meaning: it equals the area of the parallelogram formed by the two vectors. If the angle between the vectors is θ (theta), then:
This is why the cross product shows up everywhere: in physics it’s behind torque (lever arm × force), in engineering it helps you find a surface normal, and in 3D graphics it’s a standard way to compute the direction a polygon should face.
The cross product is anti‑commutative, which is a fancy way of saying: a × b = −(b × a). So if you swap the vectors, the magnitude stays the same, but the direction flips. In practical terms: if your normal points “the wrong way,” try switching the order.
Once you compute c = a × b, you’ll see a vector like (cx, cy, cz). Here’s what it is telling you:
The cross product direction is perpendicular to the plane that contains a and b. If you draw both vectors from the same starting point, they form a flat plane. The cross product points straight “out” of that plane. The right‑hand rule picks which side is positive.
If a and b are perfectly parallel, the angle θ is 0° or 180°, so sin(θ) = 0 and the magnitude becomes 0. That means there is no unique perpendicular direction: the plane collapses into a single line. As the vectors become more perpendicular, sin(θ) increases and so does the magnitude. The maximum happens at 90°, where sin(90°) = 1, so |a × b| = |a||b|.
If you place vectors a and b tail‑to‑tail, they form a parallelogram. The area of that parallelogram is |a × b|. If you want the area of the triangle formed by a and b instead, it’s simply half: Area_triangle = |a × b| / 2.
In 2D, you can still use the cross product by embedding the vectors into 3D: set z = 0 for both. Then the cross product will point purely in the z direction (positive or negative). That sign tells you whether the rotation from a to b is counter‑clockwise (+z) or clockwise (−z), using the right‑hand rule.
Examples are where the cross product finally feels “real,” because you can see the geometry. Here are a few common patterns you’ll run into in school and real applications.
Let a = (3, 0, 0) and b = (0, 4, 0). These are perpendicular. Compute:
Interpretation: the result points in +z and the magnitude is 12. The parallelogram area is 12, and the triangle area would be 6. This matches what you’d expect: base 3 times height 4 equals 12.
Let a = (2, 2, 2) and b = (4, 4, 4). Vector b is just 2 times a, so they point in the same direction (parallel). The cross product becomes the zero vector: a × b = (0, 0, 0).
Interpretation: there’s no “area” between them because they don’t form a real parallelogram—just a line. In physics terms, if a is a lever arm and b is a force, a force perfectly along the lever produces no torque.
Let a = (1, 2, 3) and b = (4, 5, 6). Then:
Interpretation: (−3, 6, −3) is perpendicular to both a and b. The magnitude ~7.35 is the parallelogram area. If you normalize it, you get a unit normal direction that is often used in geometry and graphics.
In physics, torque is τ = r × F, where r is the lever arm vector (from pivot to where force is applied) and F is the force vector. The magnitude is |τ| = |r||F|sin(θ), so only the part of the force that is perpendicular to r creates torque. If the force is applied straight along the lever (θ = 0), torque is 0.
Yes. Set z = 0 for both vectors. The cross product will point in the ±z direction. The magnitude will still represent the parallelogram area between the 2D vectors.
The area of a parallelogram is base times height. If you treat |a| as the base, the height is the component of b perpendicular to a, which is |b|sin(θ). Multiply them: |a||b|sin(θ), which is exactly |a × b|.
If a = (0,0,0) or b = (0,0,0), then the cross product is (0,0,0). There’s no direction, and the area is 0. The angle between vectors is also undefined because you can’t divide by a zero length.
The cross product follows the right‑hand rule. Swapping the order changes the rotation direction, so the perpendicular direction reverses. That’s why a × b = −(b × a).
Quick check: the cross product should be perpendicular to both vectors. If you take the dot product c·a and c·b, both should be 0 (up to rounding). This calculator also shows the direction and magnitude to help you sanity‑check.
Physics (torque, angular momentum), engineering (surface normals), robotics (orientation), and 3D graphics (lighting and face normals). Anywhere you need a perpendicular direction or an area spanned by two vectors, the cross product shows up.
MaximCalculator provides simple, user-friendly tools. Always treat results as educational and double-check any important numbers elsewhere.