#L03 · Linear Algebra & Manifolds · Lv.2View in 3D Mind-Map
3D Cross Product & Surface Normal Vector
William Rowan Hamilton & J. W. Gibbs · 1843 CE
Produces a 3D vector perpendicular to both input vectors (right-hand rule) whose magnitude equals the area of the parallelogram they span.
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Vec a_x
Vec a_y
Vec b_x
Vec b_y
법선 벡터 a×b (z성분)
(0, 0, 6.00)
평행사변형 넓이 ||a×b||
6.000
삼각형 폴리곤 넓이 (½)
3.000
Prerequisite Path (11 STEP)
Full Path AnalyzerClick steps in order to follow the 3D neon path from basics to target.
STEP 1#A01Linear Equation & Balance Axiom
STEP 2#A02Polynomial Expansion & Factoring
STEP 3#A03Laws of Exponents & Radicals
STEP 4#G01Pythagorean Theorem
STEP 5#G03Pi, Radian Measure & Circular Sector
STEP 6#L01Vector Operations, L1/L2 Norms & Normalization
STEP 7#G022D/3D Euclidean Distance Formula
STEP 8#G05Law of Sines & Law of Cosines
STEP 9#G04Unit Circle Trigonometry & Identities
STEP 10#L02Dot Product & Cosine Similarity
STEP 11#L033D Cross Product & Surface Normal Vector
🚀 Next Unlocks (Derived Formulas) (2)
Geometric & Intuitive Insight
오른손 네 손가락을 벡터 a에서 b로 감아쥐었을 때 엄지손가락이 가리키는 수직 방향이 바로 a × b 입니다. 3D 모델의 세 꼭짓점으로 만든 두 변을 외적하면 빛을 반사할 표면의 방향(법선벡터)이 즉시 구해집니다.
Step-by-Step Derivation
- Step 1.1단계: 미지의 벡터 n = (x, y, z) 가 a·n = 0 및 b·n = 0 (두 벡터 모두와 수직)을 만족하도록 연립방정식을 세웁니다.
- Step 2.2단계: 행렬식 기호를 사용해 i(a_y b_z - a_z b_y) - j(a_x b_z - a_z b_x) + k(a_x b_y - a_y b_x) 를 도출합니다.
- Step 3.3단계: 라그랑주 항등식 ‖a×b‖² + (a·b)² = ‖a‖²‖b‖² 에 cos²θ + sin²θ = 1 을 대입하면 ‖a×b‖ = ‖a‖‖b‖sin θ
AI & Coding Real-World Use
3D mesh triangle surface normals, back-face culling, and physics torque (τ = r × F) calculation
#3D Surface Normal#Physics Torque r×F#Back-face Culling
const cross = (a:number[], b:number[]) => [a[1]*b[2]-a[2]*b[1], a[2]*b[0]-a[0]*b[2], a[0]*b[1]-a[1]*b[0]];Linear Algebra & Manifolds — Related Formulas in This Cluster
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