Cross Product Calculator: A×B, parallelogram area, volume

Compute the 3D cross product A × B with magnitude |A||B|sin(θ), parallelogram area, parallelepiped volume via scalar triple product. Four useful modes.

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The cross product

The cross product of two vectors A and B in ℝ³ is a third vector A × B perpendicular to both A and B, with direction given by the right-hand rule and magnitude |A × B| = |A| · |B| · sin(θ), where θ is the angle between A and B. Unlike the dot product (which returns a number), the cross product returns a vector. Defined only in 3D (and in a special 7D case); generalisations for other dimensions require the exterior product (wedge product).

Component formula

If A = (a_x, a_y, a_z) and B = (b_x, b_y, b_z): A × B = (a_y·b_z − a_z·b_y, a_z·b_x − a_x·b_z, a_x·b_y − a_y·b_x). Mnemonic: formal 3×3 determinant with basis ijk on the top row. Example: A = (1, 2, 3), B = (4, 5, 6) → A × B = (2·6 − 3·5, 3·4 − 1·6, 1·5 − 2·4) = (−3, 6, −3). Check: (−3, 6, −3) · (1, 2, 3) = 0 (⊥ A); · (4, 5, 6) = 0 (⊥ B). ✓

Geometric interpretation

The magnitude of the cross product equals the parallelogram area formed by the two vectors: |A × B| = |A|·|B|·sin(θ). Parallel vectors (θ = 0° or 180°) have zero cross product (zero area). Orthogonal vectors (θ = 90°) have maximum magnitude |A|·|B|. The direction is perpendicular to the (A, B) plane, with orientation following the right-hand rule: point the index finger along A and middle finger along B; the thumb points along A × B.

Algebraic properties

  • Anticommutative: A × B = −B × A (swapping order reverses direction).
  • Distributive: A × (B + C) = A × B + A × C.
  • Non-associative: (A × B) × C ≠ A × (B × C) in general.
  • Jacobi identity: A × (B × C) + B × (C × A) + C × (A × B) = 0.
  • BAC-CAB rule: A × (B × C) = B(A·C) − C(A·B).
  • A × A = 0 for any A.

Triple product and volume

The triple product A · (B × C) is a scalar equal to the determinant of the 3×3 matrix with A, B, C as rows. Its absolute value is the parallelepiped volume formed by the three vectors: V = |A · (B × C)|. If the triple product is zero, the vectors are coplanar (linearly dependent). The sign indicates orientation (right-handed if positive). Cyclic: A·(B×C) = B·(C×A) = C·(A×B).

Physics applications

The cross product describes many physical quantities requiring perpendicular directionality: angular momentum L = r × p; torque τ = r × F; Lorentz force F = q·v × B (charged particle in magnetic field); Poynting vector S = E × H (EM energy flux); rotational velocity v = ω × r (ω angular velocity); Coriolis acceleration a_C = −2·ω × v. The right-hand rule is ubiquitous in electromagnetism and rotational mechanics.

Graphics and engineering

In 3D computer graphics: compute surface normals (N = (V₂−V₁) × (V₃−V₁) for a triangle), basis for lighting calculations and backface culling; build local coordinate frames (tangent-bitangent-normal for normal mapping). In robotics: articulated-robot joint computations (inverse kinematics). In navigation: determining normals to orbital planes, course calculations. In CAD: polygon face areas, tetrahedral volumes (one-sixth of triple product).

2D and 7D variants

In 2D the cross product reduces to a scalar representing the z-component of the 3D vector if 2D vectors are embedded in the xy-plane: A × B = a_x·b_y − a_y·b_x. Useful for triangle areas, polygon orientation, left/right point-line tests. A 7D cross product exists via octonions. In dimensions other than 3 and 7 there's no bilinear cross product; instead the wedge product returns a bivector.

How to use

Four modes: basic cross product (A, B 3D → A×B, |A×B|, angle, parallelogram area); triple product (A, B, C → A·(B×C), parallelepiped volume); parallelogram area (A, B → area, diagonals); tetrahedral volume (A, B, C → V = |A·(B×C)|/6). Enter vectors as comma-separated lists of 3 components. The calculator flags parallel vectors (zero cross product) and coplanar vectors (zero triple product).

Updated July 2026

Frequently Asked Questions

What is the cross product?

The cross product A × B of two three-dimensional vectors is a third vector perpendicular to both. Unlike the dot product, which gives a number, the result is a vector. Its magnitude is |A||B|sin θ and its direction follows the right-hand rule.

How do you calculate the cross product?

Component by component: A × B = (a_y·b_z − a_z·b_y, a_z·b_x − a_x·b_z, a_x·b_y − a_y·b_x). For example, (1,0,0) × (0,1,0) = (0,0,1). Each component of the result comes from a 2×2 determinant of the other two coordinates, following the cyclic pattern x→y→z.

What is the meaning of the cross product's magnitude?

The magnitude |A × B| = |A||B|sin θ is exactly the area of the parallelogram defined by the two vectors. Half of it, |A × B|/2, is the area of the corresponding triangle. This makes the cross product a direct tool for computing areas in three-dimensional geometry.

How do you find the direction with the right-hand rule?

Point your right hand's fingers in the direction of the first vector A and curl them toward the second B: the thumb shows the direction of A × B. The result is always perpendicular to the plane containing A and B. Reversing the order (B × A) reverses the direction.

What is the difference from the dot product?

The dot product A·B returns a number and measures alignment (cos θ); the cross product A × B returns a perpendicular vector and measures area (sin θ). The dot product exists in every dimension, the cross product only in 3D. One is maximum when the vectors are parallel, the other when perpendicular.

What is the scalar triple product?

The scalar triple product A·(B × C) is a scalar giving the volume of the parallelepiped built on the three vectors. One sixth of this volume is that of the tetrahedron. If the triple product is zero, the three vectors are coplanar. Its sign indicates the orientation (right- or left-handed) of the triad.

What is the cross product used for?

It is used in physics for torque (τ = r × F), angular momentum (L = r × p) and the Lorentz force (F = qv × B); in geometry for areas and volumes; in computer graphics to compute surface normals, essential for 3D lighting.

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