Cross Product Calculator

Cross Product Calculator

Compute a × b for 3D (or 2D as z=0). Get the cross vector, magnitude (area), unit normal, and step-by-step expansion.
Enter vectors and click Calculate

What the Cross Product Calculator actually does

The cross product takes two vectors, a and b, and builds a new vector that:

1. Is perpendicular (at right angles) to both a and b.

2. It has length equal to the area of the parallelogram formed by a and b.

3. Points in a direction given by the right-hand rule (curl your right-hand fingers from a to b; your thumb points along a × b).

If that sounds abstract, think of two arrows in 3D space: the cross product gives you a third arrow which is perfectly “sticking out” from the plane of the first two, with length telling you how big that parallelogram is.

What you type in

You enter two vectors. In 3D, each vector has three components:

  • a = (a₁, a₂, a₃)
  • b = (b₁, b₂, b₃)

If you have only 2D vectors, the calculator handles them as if they were (x, y, 0)—the z-component is zero—so it still works. (In 2D, the cross product “vector” points purely in the direction of the z-axis; its magnitude is still the area notion.)

The formula the calculator uses

Under the hood, the cross product components are computed as:

  • c₁ = a₂·b₃ − a₃·b₂
  • c₂ = a₃·b₁ − a₁·b₃
  • c₃ = a₁·b₂ − a₂·b₁
  • So a × b = (c₁, c₂, c₃).

The calculator plugs your numbers into those three little formulas. Then it finds the length (magnitude) of the result:

  • |a × b| = √(c₁² + c₂² + c₃²)

That magnitude is exactly the area of the parallelogram formed by a and b. If you need the area of the triangle spanned by the same two vectors, it’s simply |a × b| / 2.

If you want a unit normal vector, that is a perpendicular vector of length 1, the calculator divides the cross product by its magnitude—provided the magnitude isn’t zero.( If your vectors are parallel, or one is zero, then the cross product is the zero vector, and there’s no unique normal).

Step-by-step example

Let’s say:

  • a = (2, 3, 1)
  • b = (−1, 4, 2)

Compute components:

  • c₁ = a₂·b₃ − a₃·b₂ = 3·2 − 1·4 = 6 − 4 = 2
  • c₂ = a₃·b₁ − a₁·b₃ = 1·(−1) − 2·2 = −1 − 4 = −5
  • c₃ = a₁·b₂ − a₂·b₁ = 2·4 − 3·(−1) = 8 + 3 = 11

so a × b = (2, −5, 11).

Magnitude:

  • |a × b| = √(2² + (-5)² + 11²) = √(4 + 25 + 121) = √150 ≈ 12.247

Meaning: The area of the parallelogram spanned by a and b is approximately ~12.247.

If you wanted the area of the triangle: 12.247 / 2 ≈ 6.123.

Unit normal (if desired):

  • û = (2, −5, 11) / 12.247 ≈ (0.1634, −0.4082, 0.8980)

That gives you a direction that’s exactly perpendicular to both a and b, with length 1.

How the calculator helps

  • Instant correctness: no manual algebra slips.
  • Clear steps: It shows the determinant-style expansion so you can learn or double-check.
  • Magnitude & areas: It automatically gives you the parallelogram (and by extension triangle) area.
  • 2D support: In case you have only (x, y), it considers z = 0 and it still works perfectly.
  • Unit normal: useful in 3D graphics, physics and geometrical calculations.

Common gotchas

  • Parallel vectors → cross product is the zero vector (no unique normal, area = 0).
  • Order matters → a × b = −(b × a). If your direction seems flipped, check the order.
  • Units count → The cross product has units of magnitude multiplied together (e.g., meters×meters). Watch the units of a and b.
  • 2D expectations → In 2D, the result is along the z-axis. Magnitude still represents area, but the vector points “out of the page.”

When you’ll use this

  • Geometry & vectors: Given two vectors that define a plane, find a direction perpendicular to it.
  • Computer graphics: compute normals for lighting and shading.
  • Physics & engineering: Applications of torque, angular momentum and surface orientation routinely make use of cross products.

Area in a flash: Find areas of parallelograms/triangles without having to switch formulas. The takeaway The Cross Product Calculator takes two input vectors and wraps them up in a tidy bundle of results-the perpendicular vector, or a × b, with its magnitude (your area) and an optional unit normal. You get accurate numbers, step-by-step transparency, and fewer headaches-so you can pay attention to the problem you’re trying to solve, rather than the algebra.