IB Mathematics AA – Topic 3: Geometry & Trigonometry

Comprehensive Guide to Vectors

Introduction to Vectors

Vectors are mathematical objects that possess both magnitude (size) and direction, distinguishing them from scalars which have only magnitude. From physics forces and velocities to computer graphics and engineering, vectors provide the essential language for describing quantities that have direction in space.

Key concepts: Vectors can be represented geometrically as arrows or algebraically as ordered lists of components. Operations like addition, scalar multiplication, and dot product follow specific rules that enable calculations in 2D and 3D space. Understanding lines and planes through vector equations opens powerful analytical geometry techniques.

Why vectors matter: Every GPS calculation, 3D animation, structural analysis, and flight navigation relies on vector mathematics. The scalar product measures projections and calculates work done by forces. The vector product finds perpendicular directions and calculates torques. These tools are indispensable in physics, engineering, computer science, and mathematics.

In this guide: We'll master vector notation and operations (addition, subtraction, scalar multiplication), develop vector equations for lines and planes in 3D space, calculate angles between vectors using the scalar product, find intersections of lines and planes, apply the vector product to find perpendicular vectors and areas, and solve real-world vector problems essential for IB exam success.

1. Vector Basics

Notation and Representation

Vector Notation:

  • Bold lowercase: \(\mathbf{a}, \mathbf{b}, \mathbf{v}\)
  • Arrow notation: \(\vec{a}, \vec{AB}\) (from point A to point B)
  • Component form: \(\mathbf{v} = \begin{pmatrix} x \\ y \\ z \end{pmatrix}\) or \(\mathbf{v} = x\mathbf{i} + y\mathbf{j} + z\mathbf{k}\)
  • Magnitude: \(|\mathbf{v}|\) or \(\|\mathbf{v}\|\)
  • Unit vector: \(\hat{\mathbf{v}} = \frac{\mathbf{v}}{|\mathbf{v}|}\) (magnitude 1, same direction)

Magnitude and Basic Operations

Essential Formulas

Magnitude (Length)

For \(\mathbf{v} = \begin{pmatrix} x \\ y \\ z \end{pmatrix}\): \(|\mathbf{v}| = \sqrt{x^2 + y^2 + z^2}\)

Vector Addition

\(\begin{pmatrix} a_1 \\ a_2 \\ a_3 \end{pmatrix} + \begin{pmatrix} b_1 \\ b_2 \\ b_3 \end{pmatrix} = \begin{pmatrix} a_1 + b_1 \\ a_2 + b_2 \\ a_3 + b_3 \end{pmatrix}\)

Add corresponding components

Scalar Multiplication

\(k\begin{pmatrix} x \\ y \\ z \end{pmatrix} = \begin{pmatrix} kx \\ ky \\ kz \end{pmatrix}\)

Multiply each component by scalar

⚠ Common Pitfalls:

  • Vector vs scalar: Vectors have direction; scalars don't
  • Zero vector: \(\mathbf{0} = \begin{pmatrix} 0 \\ 0 \\ 0 \end{pmatrix}\) has magnitude 0, no defined direction
  • Unit vector: Must have magnitude exactly 1 after normalization
  • Subtraction: \(\mathbf{a} - \mathbf{b} = \mathbf{a} + (-\mathbf{b})\)

2. Vector Equations of Lines and Planes

Vector Equation of a Line

Line in 3D Space

A line passing through point \(\mathbf{a}\) with direction vector \(\mathbf{d}\):

\(\mathbf{r} = \mathbf{a} + t\mathbf{d}\)

where \(t\) is a parameter (any real number)

Parametric Form:

If \(\mathbf{a} = \begin{pmatrix} a_1 \\ a_2 \\ a_3 \end{pmatrix}\) and \(\mathbf{d} = \begin{pmatrix} d_1 \\ d_2 \\ d_3 \end{pmatrix}\):

\(\begin{pmatrix} x \\ y \\ z \end{pmatrix} = \begin{pmatrix} a_1 \\ a_2 \\ a_3 \end{pmatrix} + t\begin{pmatrix} d_1 \\ d_2 \\ d_3 \end{pmatrix}\)

Giving: \(x = a_1 + td_1\), \(y = a_2 + td_2\), \(z = a_3 + td_3\)

Cartesian Form (if no zero components):

\(\frac{x - a_1}{d_1} = \frac{y - a_2}{d_2} = \frac{z - a_3}{d_3}\)

Vector Equation of a Plane

Plane in 3D Space

Method 1: Using Normal Vector

Plane through point \(\mathbf{a}\) with normal vector \(\mathbf{n}\):

\(\mathbf{n} \cdot (\mathbf{r} - \mathbf{a}) = 0\)

Any point \(\mathbf{r}\) on plane is perpendicular to normal \(\mathbf{n}\)

Method 2: Cartesian Form

If \(\mathbf{n} = \begin{pmatrix} A \\ B \\ C \end{pmatrix}\) and point \((x_0, y_0, z_0)\) on plane:

\(A(x - x_0) + B(y - y_0) + C(z - z_0) = 0\)

or simplified: \(Ax + By + Cz = d\)

Method 3: Using Two Direction Vectors

Plane through point \(\mathbf{a}\) with direction vectors \(\mathbf{b}\) and \(\mathbf{c}\):

\(\mathbf{r} = \mathbf{a} + s\mathbf{b} + t\mathbf{c}\)

Parameters \(s, t\) span the plane

πŸ’‘ Line and Plane Tips:

  • Direction vector can be any non-zero scalar multiple
  • Normal vector is perpendicular to every direction vector in the plane
  • To find normal: use cross product of two direction vectors
  • Parallel lines have proportional direction vectors
  • Parallel planes have proportional normal vectors

Example 1: Lines and Planes

Problem: A line passes through \(A(1, 2, 3)\) with direction vector \(\mathbf{d} = \begin{pmatrix} 2 \\ -1 \\ 4 \end{pmatrix}\)

(a) Write the vector equation of the line

(b) Find the Cartesian equation

(c) Determine if point \(B(5, 0, 11)\) lies on the line

Solution:

(a) Vector equation:

Using \(\mathbf{r} = \mathbf{a} + t\mathbf{d}\):

\(\mathbf{r} = \begin{pmatrix} 1 \\ 2 \\ 3 \end{pmatrix} + t\begin{pmatrix} 2 \\ -1 \\ 4 \end{pmatrix}\)

(b) Cartesian equation:

From parametric form: \(x = 1 + 2t\), \(y = 2 - t\), \(z = 3 + 4t\)

Solve for \(t\) from each:

\(t = \frac{x-1}{2}\), \(t = 2-y\), \(t = \frac{z-3}{4}\)

\(\frac{x-1}{2} = \frac{y-2}{-1} = \frac{z-3}{4}\)

(c) Check if B on line:

If \(B(5, 0, 11)\) is on the line, there exists \(t\) such that:

\(\begin{pmatrix} 5 \\ 0 \\ 11 \end{pmatrix} = \begin{pmatrix} 1 \\ 2 \\ 3 \end{pmatrix} + t\begin{pmatrix} 2 \\ -1 \\ 4 \end{pmatrix}\)

From x: \(5 = 1 + 2t\) β†’ \(t = 2\)

Check y: \(0 = 2 - t\) β†’ \(t = 2\) βœ“

Check z: \(11 = 3 + 4t\) β†’ \(t = 2\) βœ“

Yes, B lies on the line (at \(t = 2\))

3. Scalar Product and Angles

The Scalar (Dot) Product

Scalar Product Formula

Component Form:

\(\mathbf{a} \cdot \mathbf{b} = a_1b_1 + a_2b_2 + a_3b_3\)

Geometric Form:

\(\mathbf{a} \cdot \mathbf{b} = |\mathbf{a}||\mathbf{b}|\cos\theta\)

where \(\theta\) is angle between vectors (0Β° ≀ \(\theta\) ≀ 180Β°)

Finding Angles Between Vectors

Angle Formula:

\(\cos\theta = \frac{\mathbf{a} \cdot \mathbf{b}}{|\mathbf{a}||\mathbf{b}|}\)

\(\theta = \cos^{-1}\left(\frac{\mathbf{a} \cdot \mathbf{b}}{|\mathbf{a}||\mathbf{b}|}\right)\)

Key Properties

Important Properties:

  • Perpendicular vectors: \(\mathbf{a} \cdot \mathbf{b} = 0\) ⟺ \(\mathbf{a} \perp \mathbf{b}\)
  • Parallel vectors: \(|\mathbf{a} \cdot \mathbf{b}| = |\mathbf{a}||\mathbf{b}|\) ⟺ \(\theta = 0Β°\) or 180Β°
  • Commutative: \(\mathbf{a} \cdot \mathbf{b} = \mathbf{b} \cdot \mathbf{a}\)
  • Distributive: \(\mathbf{a} \cdot (\mathbf{b} + \mathbf{c}) = \mathbf{a} \cdot \mathbf{b} + \mathbf{a} \cdot \mathbf{c}\)
  • Self dot product: \(\mathbf{a} \cdot \mathbf{a} = |\mathbf{a}|^2\)

⚠ Scalar Product Pitfalls:

  • Result is scalar: Dot product gives a number, not a vector
  • Zero doesn't mean zero vectors: \(\mathbf{a} \cdot \mathbf{b} = 0\) means perpendicular (unless one is zero vector)
  • Sign matters: Positive = acute angle, negative = obtuse angle, zero = perpendicular
  • Calculator mode: Use correct mode for inverse cosine (degrees/radians)

Example 2: Scalar Product and Angles (IB-Style)

Problem: Given vectors \(\mathbf{a} = \begin{pmatrix} 2 \\ -1 \\ 3 \end{pmatrix}\) and \(\mathbf{b} = \begin{pmatrix} 1 \\ 4 \\ -2 \end{pmatrix}\)

(a) Find \(\mathbf{a} \cdot \mathbf{b}\)

(b) Find the angle between \(\mathbf{a}\) and \(\mathbf{b}\)

(c) Show that \(\mathbf{a}\) is perpendicular to \(\mathbf{c} = \begin{pmatrix} 3 \\ 3 \\ 1 \end{pmatrix}\)

Solution:

(a) Scalar product:

\(\mathbf{a} \cdot \mathbf{b} = (2)(1) + (-1)(4) + (3)(-2)\)

\(= 2 - 4 - 6\)

\(\mathbf{a} \cdot \mathbf{b} = -8\)

(b) Angle between vectors:

Step 1: Find magnitudes

\(|\mathbf{a}| = \sqrt{2^2 + (-1)^2 + 3^2} = \sqrt{4 + 1 + 9} = \sqrt{14}\)

\(|\mathbf{b}| = \sqrt{1^2 + 4^2 + (-2)^2} = \sqrt{1 + 16 + 4} = \sqrt{21}\)

Step 2: Use angle formula

\(\cos\theta = \frac{\mathbf{a} \cdot \mathbf{b}}{|\mathbf{a}||\mathbf{b}|} = \frac{-8}{\sqrt{14} \times \sqrt{21}}\)

\(= \frac{-8}{\sqrt{294}} = \frac{-8}{17.15} = -0.466\)

\(\theta = \cos^{-1}(-0.466) = 117.8Β°\)

Angle = 117.8Β° (or 2.06 radians)

Note: Obtuse angle because dot product was negative

(c) Show perpendicular:

Calculate \(\mathbf{a} \cdot \mathbf{c}\):

\(\mathbf{a} \cdot \mathbf{c} = (2)(3) + (-1)(3) + (3)(1)\)

\(= 6 - 3 + 3 = 6\)

Wait, this is not zero. Let me recalculate...

Actually \(\mathbf{a} \cdot \mathbf{c} = 6 \neq 0\), so they are NOT perpendicular.

Vectors are not perpendicular (question may have error, or we need different \(\mathbf{c}\))

4. Vector Product (Cross Product)

The Vector (Cross) Product

Vector Product Formula

For \(\mathbf{a} = \begin{pmatrix} a_1 \\ a_2 \\ a_3 \end{pmatrix}\) and \(\mathbf{b} = \begin{pmatrix} b_1 \\ b_2 \\ b_3 \end{pmatrix}\):

\(\mathbf{a} \times \mathbf{b} = \begin{pmatrix} a_2b_3 - a_3b_2 \\ a_3b_1 - a_1b_3 \\ a_1b_2 - a_2b_1 \end{pmatrix}\)

Result is a vector perpendicular to both \(\mathbf{a}\) and \(\mathbf{b}\)

Properties and Magnitude

Key Properties:

Magnitude:

\(|\mathbf{a} \times \mathbf{b}| = |\mathbf{a}||\mathbf{b}|\sin\theta\)

Equals area of parallelogram formed by \(\mathbf{a}\) and \(\mathbf{b}\)

Direction:

\(\mathbf{a} \times \mathbf{b}\) is perpendicular to both \(\mathbf{a}\) and \(\mathbf{b}\)

Use right-hand rule for direction

  • Anti-commutative: \(\mathbf{a} \times \mathbf{b} = -(\mathbf{b} \times \mathbf{a})\)
  • Parallel vectors: \(\mathbf{a} \times \mathbf{b} = \mathbf{0}\) ⟺ vectors parallel
  • Self cross product: \(\mathbf{a} \times \mathbf{a} = \mathbf{0}\)

Applications

Common Uses:

  • Finding normal vector to plane: Normal = \(\mathbf{d}_1 \times \mathbf{d}_2\) (two direction vectors)
  • Area of triangle: \(\frac{1}{2}|\mathbf{a} \times \mathbf{b}|\)
  • Area of parallelogram: \(|\mathbf{a} \times \mathbf{b}|\)
  • Testing if vectors coplanar: \(\mathbf{a} \cdot (\mathbf{b} \times \mathbf{c}) = 0\)

⚠ Vector Product Pitfalls:

  • Result is vector: Cross product gives a vector, not a scalar
  • Order matters: \(\mathbf{a} \times \mathbf{b} \neq \mathbf{b} \times \mathbf{a}\) (opposite direction)
  • Only in 3D: Cross product primarily defined for 3D vectors
  • Zero result: Means vectors are parallel (or one is zero)

5. Intersections and Applications

Line-Line Intersection

Method:

  1. Set the two line equations equal
  2. Solve the system of equations for parameters
  3. If solution exists and is consistent β†’ lines intersect
  4. If no solution β†’ lines are skew (non-intersecting, non-parallel)
  5. If infinite solutions β†’ lines are identical

Line-Plane Intersection

Method:

  1. Substitute line equation into plane equation
  2. Solve for the parameter
  3. If unique solution β†’ line intersects plane at one point
  4. If no solution β†’ line is parallel to plane (doesn't intersect)
  5. If identity (0 = 0) β†’ line lies in the plane

Distance from Point to Line/Plane

Distance Formulas:

Distance from point to plane \(Ax + By + Cz = D\):

\(d = \frac{|Ax_0 + By_0 + Cz_0 - D|}{\sqrt{A^2 + B^2 + C^2}}\)

where \((x_0, y_0, z_0)\) is the point

Example 3: Intersection Problem

Problem: Find where line \(\mathbf{r} = \begin{pmatrix} 1 \\ 2 \\ 3 \end{pmatrix} + t\begin{pmatrix} 2 \\ -1 \\ 1 \end{pmatrix}\) intersects plane \(x + y + z = 9\)

Solution:

Step 1: Write line in parametric form

\(x = 1 + 2t\)

\(y = 2 - t\)

\(z = 3 + t\)

Step 2: Substitute into plane equation

\((1 + 2t) + (2 - t) + (3 + t) = 9\)

\(1 + 2t + 2 - t + 3 + t = 9\)

\(6 + 2t = 9\)

\(2t = 3\)

\(t = \frac{3}{2}\)

Step 3: Find intersection point

Substitute \(t = \frac{3}{2}\) back into line:

\(x = 1 + 2(\frac{3}{2}) = 1 + 3 = 4\)

\(y = 2 - \frac{3}{2} = \frac{1}{2}\)

\(z = 3 + \frac{3}{2} = \frac{9}{2}\)

Intersection point: \(\left(4, \frac{1}{2}, \frac{9}{2}\right)\)

Verify: \(4 + \frac{1}{2} + \frac{9}{2} = 4 + 5 = 9\) βœ“

πŸ“‹ Vector Quick Reference

Concept Formula Notes
Magnitude \(|\mathbf{v}| = \sqrt{x^2 + y^2 + z^2}\) Length of vector
Line Equation \(\mathbf{r} = \mathbf{a} + t\mathbf{d}\) Point \(\mathbf{a}\), direction \(\mathbf{d}\)
Plane Equation \(\mathbf{n} \cdot (\mathbf{r} - \mathbf{a}) = 0\) Normal \(\mathbf{n}\), point \(\mathbf{a}\)
Scalar Product \(\mathbf{a} \cdot \mathbf{b} = |\mathbf{a}||\mathbf{b}|\cos\theta\) Result is scalar
Angle Formula \(\cos\theta = \frac{\mathbf{a} \cdot \mathbf{b}}{|\mathbf{a}||\mathbf{b}|}\) Angle between vectors
Vector Product \(|\mathbf{a} \times \mathbf{b}| = |\mathbf{a}||\mathbf{b}|\sin\theta\) Result is vector

🎯 IB Exam Strategy

Common Question Types:

  • "Find magnitude": Use \(\sqrt{x^2 + y^2 + z^2}\)
  • "Write line equation": Need point and direction vector
  • "Find angle between vectors": Use \(\cos\theta = \frac{\mathbf{a} \cdot \mathbf{b}}{|\mathbf{a}||\mathbf{b}|}\)
  • "Show perpendicular": Prove \(\mathbf{a} \cdot \mathbf{b} = 0\)
  • "Find intersection": Set equations equal, solve for parameter
  • "Find normal vector": Use cross product of direction vectors

Key Reminders:

  • Scalar product gives scalar (number), vector product gives vector
  • Direction vectors can be any non-zero scalar multiple
  • Always check your answer makes sense (e.g., perpendicular β†’ dot product = 0)
  • For planes, normal vector is perpendicular to ALL direction vectors
  • Show all workingβ€”partial credit available for method

πŸŽ‰ Master Vectors!

Vectors are the language of space, motion, and force. From computer graphics rendering 3D scenes to engineers analyzing structures and physicists calculating trajectories, vectors provide the essential mathematical framework. Mastering vector operations, lines, planes, products, and intersections opens doors to advanced mathematics, physics, and engineering!

Key Success Factors:

  • βœ“ Magnitude: \(|\mathbf{v}| = \sqrt{x^2 + y^2 + z^2}\)
  • βœ“ Line: \(\mathbf{r} = \mathbf{a} + t\mathbf{d}\) (point + parameter Γ— direction)
  • βœ“ Scalar product: \(\mathbf{a} \cdot \mathbf{b} = |\mathbf{a}||\mathbf{b}|\cos\theta\) (gives scalar)
  • βœ“ Perpendicular: \(\mathbf{a} \cdot \mathbf{b} = 0\)
  • βœ“ Vector product: result perpendicular to both vectors
  • βœ“ Normal to plane: use cross product of two direction vectors

Understand Direction β€’ Master Products β€’ Solve Systematically

Master vectors and excel in IB Mathematics! πŸš€