86 METRIC PRODUCTS OF SUBSPACES CHAPTER 3
The reciprocal of B may then differ from B by more than scaling, and even have a different
attitude. The projection (3.26) is no longer guaranteed to produce a subblade of B,aswe
would want, but (3.27) always will.
3.7 THE 3-D CROSS PRODUCT
In 3-D Euclidean space R
3,0
, one is used to having the cross product available. In the
algebra as we are constructing it now, we have avoided it, for two reasons: we can make
it anyway if we need it, and better still, another construction can take its place that
generalizes to arbitrary dimensions for all uses of the cross product. We demonstrate these
points in this section.
3.7.1 USES OF THE CROSS PRODUCT
First, when do we use a cross product in classical vector computations in 3-D Euclidean
space?
•
Normal Vectors. The cross product is used to determine the vector a perpendicular
to a plane A, called the normal vector of the plane (see Figure 3.7(a)). This vector can
be obtained from two vectors x and y in the plane as their cross product x × y. This
works in 3-D space only (though it is often used in 2-D space as well, through the
cheat of embedding it in a 3-D space). This representation is then used to character-
ize the plane, for instance, to perform reflections in it when the plane is the tangent
plane to some object that is to be rendered in computer graphics. Unfortunately, this
representation of the tangent plane does not transform simply under linear trans-
formations as a regular vector, and requires special code to transform the normal
vector (you need to use the inverse transpose mapping, scaled by a determinant, as
we will show in Section 4.3.6).
•
Rotational Velocities . We also use the cross product to compute the velocity of a
point at location x turning around an axis a (also indicated by a vector). Then the
instantaneous velocity is proportional to a×x (see Figure 3.7(b)). Yet the indication
of a rotation by a rotation axis works only in 3-D space; even in 2-D, the axis points
out of the plane of the space, and is therefore not really a part of it. In 4-D, a rota-
tion in a plane needs a plane of axes to denote it, since there are two independent
directions perpendicular to any plane. Even for computations in 3-D Euclidean
geometry, such higher-dimensional rotations are relevant: we need them in the 5-D
operational model
R
4,1
to perform 3-D motions efficiently (in Chapter 13).
•
Intersecting Planes. A third use is to compute the intersection of two homogeneous
planes A and B in 3-D space: if both are characterized by their normals a and b, the
line of intersection is along the vector a × b (see Figure 3.7(c)). This construction
is a bit of a trick, specific for that precise situation, and it does not generalize in a
straightforward manner to the intersection of other homogeneous subspaces such