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Cross Product Calculator

Geometry

Vector A

X

Y

Z

Vector B

X

Y

Z

Decimal Precision

Cross Product (A × B)

(-3, 6, -3)

Magnitude |A × B|

7.3485

Parallelogram Area

7.3485

Triangle Area

3.6742

Angle Between Vectors

12.9332°

0.2257 rad

Unit Normal Vector

(-0.4082, 0.8165, -0.4082)

The cross product A × B is always perpendicular to both A and B. Its direction follows the right-hand rule: point your fingers along A and curl them toward B — your thumb points along A × B.

About This Tool

Cross Product Calculator – Vector Product, Area, and Normal Vector

The cross product (also called the vector product) is one of two fundamental ways to multiply vectors in three dimensions, alongside the dot product. Unlike the dot product, which returns a scalar, the cross product of two vectors returns a brand-new vector that is perpendicular to both original vectors. This calculator computes the full cross product of two 3D vectors, along with its magnitude, the parallelogram and triangle area it spans, the angle between the input vectors, and the unit normal vector.

The Cross Product Formula

For two vectors A = (a₁, a₂, a₃) and B = (b₁, b₂, b₃), the cross product is defined as:

A × B = (a₂b₃ − a₃b₂, a₃b₁ − a₁b₃, a₁b₂ − a₂b₁)

For example, if A = (1, 2, 3) and B = (4, 5, 6), then A × B = (2×6 − 3×5, 3×4 − 1×6, 1×5 − 2×4) = (−3, 6, −3). Note that the cross product is anti-commutative: swapping the order of the vectors flips the sign of the result, so B × A = −(A × B).

Magnitude, Parallelogram Area, and Triangle Area

The magnitude of the cross product equals |A × B| = |A|·|B|·sin(θ), where θ is the angle between A and B. Geometrically, this magnitude is exactly the area of the parallelogram spanned by A and B. Since a triangle formed by the same two vectors is half that parallelogram, the triangle area is simply |A × B| / 2. This makes the cross product a fast way to compute the area of a triangle in 3D space directly from its vertex coordinates, without needing Heron's formula.

Finding the Angle Between Two Vectors

Rearranging the magnitude identity gives the angle between the vectors:

θ = arcsin( |A × B| / (|A|·|B|) )

The calculator reports this angle in both degrees and radians. This calculation is skipped whenever either input vector has zero magnitude, since dividing by zero is undefined.

The Right-Hand Rule and Unit Normal Vector

The direction of A × B follows the right-hand rule: if you point the fingers of your right hand along vector A and curl them toward vector B, your thumb points in the direction of A × B. This makes the cross product especially useful for finding a normal vector — a vector perpendicular to a surface — which is essential in 3D graphics for lighting and shading calculations. Dividing the cross product by its own magnitude produces the unit normal vector, (cx/|A×B|, cy/|A×B|, cz/|A×B|), a length-one vector pointing in the same perpendicular direction.

Special Cases: Zero and Parallel Vectors

If either vector A or B is the zero vector, the cross product is always (0, 0, 0) — this is a valid, well-defined result. If both vectors are zero, the cross product is undefined in a meaningful geometric sense, and the calculator flags this explicitly. If neither vector is zero but they point in the same or exactly opposite direction (i.e. they are parallel), the cross product magnitude is zero because sin(0°) = sin(180°) = 0; the calculator labels this case as "parallel" rather than showing a misleading angle or unit normal.

Real-World Applications

  • Physics — torque and angular momentum: Torque is calculated as τ = r × F, the cross product of the position vector and the applied force.
  • Computer graphics — surface normals: Rendering engines compute the cross product of two edge vectors of a triangle to find the normal used for lighting.
  • Engineering — plane equations: A normal vector derived from a cross product defines the orientation of a plane passing through three known points.
  • Electromagnetism: The magnetic force on a moving charge is F = qv × B, where the cross product determines the force's direction.

Using This Calculator

Enter the X, Y, and Z components of vector A and vector B — results update instantly as you type. Expand the Show Steps panel to see the substituted formula, adjust decimal precision from 0 to 10 places, and use the copy, share, or CSV export buttons to save your results. Your last-used inputs are automatically remembered in your browser for next time.

Frequently Asked Questions

Is the Cross Product Calculator free?

Yes, Cross Product Calculator is totally free :)

Can I use the Cross Product Calculator offline?

Yes, you can install the webapp as PWA.

Is it safe to use Cross Product Calculator?

Yes, any data related to Cross Product Calculator only stored in your browser (if storage required). You can simply clear browser cache to clear all the stored data. We do not store any data on server.

What is the cross product of two vectors?

The cross product (also called the vector product) of two 3D vectors A and B is a new vector A × B that is perpendicular to both A and B. Its direction follows the right-hand rule, and its magnitude equals the area of the parallelogram spanned by A and B.

How does this calculator work?

Enter the X, Y, and Z components of vector A and vector B, and the calculator instantly computes the cross product vector, its magnitude, the parallelogram and triangle areas it spans, the angle between the two vectors, and the unit normal vector — with a step-by-step formula breakdown.

What is the formula for the cross product?

A × B = (Ay·Bz − Az·By, Az·Bx − Ax·Bz, Ax·By − Ay·Bx). For example, (1, 2, 3) × (4, 5, 6) = (−3, 6, −3).

What happens if the two vectors are parallel or one is a zero vector?

If either input vector is a zero vector, the cross product is always the zero vector (0, 0, 0), which the calculator reports directly. If both vectors are nonzero but parallel (or anti-parallel), the cross product magnitude is zero and the calculator flags them as parallel instead of showing an angle or unit normal.

How is the angle between two vectors derived from the cross product?

Using the identity |A × B| = |A|·|B|·sin(θ), the angle is computed as θ = arcsin(|A × B| / (|A|·|B|)) and shown in both degrees and radians. This calculation is skipped whenever either vector has zero magnitude.

How accurate are the results?

Calculations use IEEE 754 double-precision floating-point arithmetic and are rounded to 6 significant figures for display, which is more than sufficient for physics, engineering, and computer graphics applications.