4.5.5 · D2Linear Algebra (Full)

Visual walkthrough — Lines and planes in 3D — vector equations

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Before Step 1, three words we will use constantly. A position vector is just an arrow drawn from the fixed origin to a point — it names a point by "how to walk there from ". We write the origin's point as and use bold letters like , for position vectors. A displacement is an arrow from one point to another (not necessarily starting at ); it says "go this far, this way".


Step 1 — Name a point with an arrow

WHAT. We fix an origin and pick a special point on the object we want to describe. The arrow from to is the position vector .

WHY. Algebra needs numbers, and space has no numbers by itself. Choosing gives every point an address: the point is the arrow . Without this we could not turn a picture into an equation.

PICTURE. The amber arrow is : tail at , head at .

Figure — Lines and planes in 3D — vector equations

Step 2 — A line is one direction you may re-scale

WHAT. Add a second arrow , the direction we are allowed to travel. We require (a zero arrow points nowhere, so it could not define a line).

WHY. "Line" means: from you may only walk forward or backward along one fixed heading. That single heading is exactly what stores. Every point of the line is reached by stretching or flipping this one arrow.

PICTURE. Cyan arrow sits at . The faint white line is every stretch of laid end-to-end through .

Figure — Lines and planes in 3D — vector equations

Step 3 — The parameter : how far along we walk

WHAT. Introduce the scalar (an ordinary number) . The scaled arrow is "walk copies of ". Then the point we land on has position

WHY this tool — a parameter and not another equation? We want one dial that sweeps out the whole line. Turning the dial from to visits every point exactly once. This is parametrisation: trade "an equation the points satisfy" for "a formula that produces the points". It never divides by anything, so vertical or awkward lines cause no trouble.

PICTURE. Three positions: lands on (amber), one full past it, one full behind it.

Figure — Lines and planes in 3D — vector equations

Step 4 — WHY that formula is forced, not guessed

WHAT. Take any point on the line, position . The displacement from to is (head minus tail). Because lies on the line, this displacement points along — it is parallel to .

WHY. Two parallel arrows are always scalar multiples of one another: one is a stretched copy of the other. So for some number . Rearranging gives back . We did not invent the formula — the meaning of "on the line" produced it.

PICTURE. The green displacement lies exactly on top of a scaled ; the label shows it equals .

Figure — Lines and planes in 3D — vector equations
Recall Why "head minus tail"?

means "start at , end at ". To go from to you undo the walk to (subtract ) and do the walk to (add ): .


Step 5 — Line through two points (a special case, not a new rule)

WHAT. Given two points and we have no direction handed to us — so we build one: the displacement points from straight to .

WHY. Any arrow lying along the line works as ; the arrow from to obviously does. Substituting: Here gives (you are at ), gives (at ), and traces only the segment between them; outside that range you extend the full line.

PICTURE. , , the built direction , and the shaded segment.

Figure — Lines and planes in 3D — vector equations

Step 6 — A plane needs two directions

WHAT. Now allow two non-parallel arrows and pinned at . A point is

WHY two dials. A flat sheet has two independent ways to slide. One dial slides along , the other dial slides along ; combining them reaches every point of the sheet. They must be non-parallel — if were a copy of you'd only get the line of Step 3 back, never a full sheet.

PICTURE. The parallelogram grid spanned by (cyan) and (amber) tiling the plane through .

Figure — Lines and planes in 3D — vector equations

Step 7 — The cleaner idea: one arrow that points across the plane

WHAT. Two directions are clumsy. Instead attach a single arrow that is perpendicular to the whole sheet — the normal. For any in-plane point , the displacement lies flat in the plane, so it is perpendicular to .

WHY the dot product enters here. We need a numerical test for "perpendicular". The scalar (dot) product is exactly that tool: , and this is zero precisely when the angle is (because ). No other elementary operation reads off perpendicularity so directly. So " is in the plane" becomes the single clean equation

PICTURE. The white sheet, the amber normal standing straight up, and a green in-plane displacement meeting it at a right angle.

Figure — Lines and planes in 3D — vector equations

Step 8 — Bridging the two plane views with the cross product

WHAT. If we only have and , we manufacture the normal with the cross product:

WHY this tool. The cross product is defined to output a vector perpendicular to both of its inputs at once — precisely the property a normal must have. So it converts "two in-plane directions" into "one across-plane arrow" in a single stroke. Writing , the dot-product equation expands to the Cartesian plane where the coefficients are the normal — read straight off.

PICTURE. , in the sheet; shooting perpendicular out of both.

Figure — Lines and planes in 3D — vector equations

Step 9 — Degenerate cases you must never skip

WHAT & WHY. The formulas quietly assume some things are non-zero. When they aren't, here is what happens and what to do.

  1. (line). No direction no line, just the single point . Forbidden — that is why the definition demands .
  2. A zero denominator in symmetric form. If you cannot write . State separately (the line is level in ) and use symmetric form on the other two coordinates only.
  3. (plane). Parallel spanning arrows give — a zero "normal", meaning the two directions collapsed to one and you only made a line, not a plane. Choose genuinely non-parallel directions (or three non-collinear points).
  4. Distance to a plane, on the plane. Then , so the distance is — the formula still works, no special case needed.

PICTURE. Left: collapse — the parallelogram flattens to a line, vanishes. Right: the horizontal line where is stated separately.

Figure — Lines and planes in 3D — vector equations

The one-picture summary

Everything on this page in a single frame: a point (from Step 1) grows a line by one arrow (Steps 2–4), grows a plane by two arrows (Step 6), and that plane is nailed flat by the normal tested with a dot product (Steps 7–8).

Figure — Lines and planes in 3D — vector equations
Recall Feynman retelling — say it to a friend

Start by planting a flag at a point ; the arrow from the origin to that flag is , its address. To make a line, hand yourself one arrow and a dial : "start at the flag, then walk arrows forward (or backward)." That single sentence is , and it's forced, because any trip from to another point on the line is just a stretched copy of . To make a plane, you need two sliding arrows and two dials — the floor of a room needs two ways to slide. But there's a slicker trick: instead of describing the floor by how you slide across it, describe it by one arrow pointing straight up out of it, the normal . A point is on the floor exactly when walking to it from never rises or falls relative to that up-arrow — and "no rise or fall" is measured by the dot product being zero. If you only had the two sliding arrows, the cross product manufactures that up-arrow for you. Watch the zeros: a line needs a non-zero ; a plane needs non-parallel arrows, or the up-arrow collapses to nothing.


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