Vectors in 3D - Coordinates in Space
Everything built for vectors in the plane carries over to space with one addition: a third coordinate. This chapter extends components, magnitude, addition, subtraction and scalar multiplication to three dimensions, and introduces the extra geometric intuition needed to "see" a point or a vector in space. The algebra barely changes; the payoff is that the whole of the rest of this block — lines, planes, angles and distances in space — depends on being fluent with it.
To follow the chapter you need everything from the 2D vector chapter: components, magnitude, addition, scalar multiplication and parallel vectors. Have a clear mental (or physical) model of three mutually perpendicular axes ready, since sketches in 3D are harder to draw accurately than in 2D and intuition has to compensate.
A third axis, a third coordinate. Space is described by three mutually perpendicular axes, , and , meeting at the origin . Every point in space corresponds to exactly one ordered triple , exactly as a point in the plane corresponds to an ordered pair.
1. Coordinates in Three-Dimensional Space
The three coordinate axes are conventionally drawn so that , and obey the right-hand rule: point the fingers of the right hand along and curl them toward ; the thumb points along . A point is located by moving units along the -axis, then units parallel to the -axis, then units parallel to the -axis.
The three coordinate planes are (where ), (where ) and (where ); together they divide space into eight regions called octants, the 3D analogue of the plane's four quadrants.
2. Vectors in Component Form
A vector in space has three components:
where , , are the three standard unit vectors along the axes. Given and ,
exactly as in two dimensions, just with one extra row. A position vector again lets any point be treated as a vector from the origin.
3. Magnitude in Three Dimensions
The magnitude of requires two applications of Pythagoras' theorem, not one. First, the diagonal across the base rectangle (sides and ) has length . This diagonal and the vertical side are then the two legs of a second right triangle, whose hypotenuse is itself:
The same two-step argument applied to two points , gives the distance formula in space:
Worked example. Find for .
4. Addition, Subtraction and Scalar Multiplication
All three operations extend component-wise, exactly as in the plane, now with three rows instead of two:
The geometric pictures (triangle rule, parallelogram rule, direction reversal under a negative scalar) are unchanged — they simply now live in three dimensions rather than two, and the parallel vectors condition (proportional components in all three coordinates) extends identically.
Worked example. Let , . Find .
5. Unit Vectors in Space
The unit vector in the direction of a non-zero is still , and a unit vector still satisfies . The three axis unit vectors themselves have magnitude 1, and are mutually perpendicular — a fact this chapter states and the dot-product chapter will shortly prove algebraically.
Worked example. Find the unit vector in the direction of (the vector from the earlier worked example, with ).
6. Midpoint and Section Formula in Space
The midpoint and section formulas extend with one more component each, by exactly the same averaging argument as in the plane:
Worked example — the harder case. , . Find the point dividing in the ratio , and verify it lies strictly between and by checking that each coordinate of lies between the corresponding coordinates of and .
Checking: -coordinate lies between and ✓; -coordinate lies between and ✓; -coordinate lies between and ✓. The edge case worth noting: a student who only checks one coordinate (commonly just ) can be fooled if an arithmetic slip happened in another — checking all three is the only reliable verification in three dimensions.
Common Exam Pitfalls
- Forgetting the third component entirely. Under exam pressure, a student used to 2D habitually drops the -row when adding, subtracting or finding a magnitude — always count that every vector has exactly three rows before starting arithmetic.
- Applying the 2D distance formula with only two terms. The 3D magnitude needs three squared terms under the root, not two; a common error is to use the familiar two-term formula out of habit.
- Misreading the right-hand rule / axis orientation, which affects how a sketch is drawn (though not any algebraic answer) — algebraic results do not depend on how the axes are drawn, only on consistent labelling of coordinates.
- Assuming the three coordinate planes behave like three separate 2D planes with no relationship. The -, - and -planes are literally defined by one coordinate being zero; a point's membership in a plane is checked by substitution, not by inspecting a drawing.
- Treating a 3D unit vector's components as if they must be "nice" fractions. Unlike many textbook 2D examples, 3D unit vector components are frequently irrational; don't assume an error just because isn't a perfect square.
- Checking only one coordinate when verifying that a point lies on a segment or between two others. All three coordinates must be checked; an error affecting only the - or -coordinate can otherwise go unnoticed.
Summary
- A point in space is ; a vector in space is .
- , exactly as in 2D with an extra row.
- Magnitude: , from two applications of Pythagoras; distance formula: .
- Addition, subtraction, scalar multiplication and the parallel-vectors condition all extend component-wise, unchanged in structure from 2D.
- Unit vector: ; the axis unit vectors are mutually perpendicular unit vectors.
- Midpoint: average each coordinate; section formula: , identical in form to 2D.