Skip to content
Free public beta until December 4, 2026: every course is open, no card needed. After that, the first chapter of each course stays free and full access is a one-time $39 ($19 for up to 100 founding members chosen for helpful feedback). Your progress is kept. How the beta works

Normal vector

A vector pointing straight off a plane (or surface), perpendicular to everything lying in it.

A normal vector to a plane is any vector pointing straight off it, perpendicular to every vector lying in the plane. It is never unique — any nonzero scalar multiple of \mathbf{n} describes the same plane — but the coefficients a,b,c in ax+by+cz=d literally are a normal vector's components, so a normal can be read off a plane's equation directly. The cross product of any two vectors lying in a plane is automatically a normal vector to it.

Examples

  • For the plane 2x-y+3z=6, a normal vector is \mathbf{n}=\langle 2,-1,3\rangle.

  • A renderer needs a surface's outward-facing normal to shade it correctly.

Read the full section →
Graph settings

Calculator