Introduction
The dot product (or scalar product) combines two vectors and produces a single number. This number encodes the angle between them—including whether they're perpendicular.
Prerequisite Connection
You know unit vectors and can express vectors in component form.
Today's Increment
We learn the dot product formula, how to find angles, and the test for orthogonality.
Why This Matters
The dot product underlies physics (work), graphics (lighting), and machine learning (similarity).
The Dot Product
Algebraic Definition
Multiply corresponding components, then add
Geometric Definition
Where is the angle between the vectors
Angle Between Vectors
Orthogonality Test
Two vectors are orthogonal (perpendicular) if and only if
Key Properties
- • : Acute angle (less than 90°)
- • : Right angle (exactly 90°)
- • : Obtuse angle (greater than 90°)
- • (dot product with itself gives magnitude squared)
Interactive: Explore the Dot Product
Worked Examples
Example 1: Computing a Dot Product
Find where and .
Apply the formula
Solution
(negative means obtuse angle)
Example 2: Finding the Angle Between Vectors
Find the angle between and .
Step 1: Compute the dot product
Step 2: Find magnitudes
Step 3: Apply angle formula
Solution
Example 3: Testing for Orthogonality
Are and orthogonal?
Compute the dot product
Solution
Yes, they are orthogonal! The dot product equals zero, meaning the vectors are perpendicular.
Common Pitfalls
Expecting a vector result
The dot product gives a scalar (number), not a vector. If you get a vector, you've made an error.
Forgetting to use arccos
The formula gives , not . You must apply to find the angle.
Confusing orthogonal with zero vector
means perpendicular. It does NOT mean either vector is the zero vector.
Real-World Application
3D Graphics: Lighting Calculations
When light hits a surface, how bright it appears depends on the angle. If is the direction to the light and is the surface normal, the brightness is proportional to .
When vectors align (light hits straight-on), the dot product is maximum. When perpendicular (light grazes the surface), it's zero. This is the core of computer graphics lighting models.
Practice Quiz
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