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Vector Projections

Formulas & Definitions
Core Definition

Vector projection decomposes a vector u⃗\vec{u}u into two perpendicular components: one that lies parallel to a reference vector v⃗\vec{v}v, and one that lies orthogonal to v⃗\vec{v}v.

  1. Scalar Projection (Component of u⃗\vec{u}u along v⃗\vec{v}v): A scalar number representing the signed magnitude of the shadow of u⃗\vec{u}u on v⃗\vec{v}v:
    compv⃗u⃗=u⃗⋅v⃗∣v⃗∣=∣u⃗∣cos⁡θ\text{comp}_{\vec{v}}\vec{u} = \frac{\vec{u} \cdot \vec{v}}{|\vec{v}|} = |\vec{u}|\cos\thetacompv​u=∣v∣u⋅v​=∣u∣cosθ
  2. Vector Projection (projv⃗u⃗\text{proj}_{\vec{v}}\vec{u}projv​u): A vector pointing along the line of v⃗\vec{v}v with magnitude equal to the scalar projection:
    projv⃗u⃗=(compv⃗u⃗)v⃗∣v⃗∣=(u⃗⋅v⃗∣v⃗∣2)v⃗\text{proj}_{\vec{v}}\vec{u} = \left(\text{comp}_{\vec{v}}\vec{u}\right) \frac{\vec{v}}{|\vec{v}|} = \left(\frac{\vec{u} \cdot \vec{v}}{|\vec{v}|^2}\right)\vec{v}projv​u=(compv​u)∣v∣v​=(∣v∣2u⋅v​)v
  3. Orthogonal Component (u⃗⊥\vec{u}_{\perp}u⊥​): The part of u⃗\vec{u}u perpendicular to v⃗\vec{v}v:
    u⃗⊥=u⃗−projv⃗u⃗\vec{u}_{\perp} = \vec{u} - \text{proj}_{\vec{v}}\vec{u}u⊥​=u−projv​u

Concept Explanation

In engineering modeling, vectors rarely align perfectly with standard Cartesian x,y,zx, y, zx,y,z coordinate axes. Vector projections allow engineers to project forces, velocities, or displacements onto structural members, inclined ramps, or flow streamlines.

Scalar Projection vs. Vector Projection
  • compv⃗u⃗\text{comp}_{\vec{v}}\vec{u}compv​u is a SCALAR: It is a single number (can be positive, zero, or negative depending on cos⁡θ\cos\thetacosθ).
  • projv⃗u⃗\text{proj}_{\vec{v}}\vec{u}projv​u is a VECTOR: It is the scalar projection multiplied by the unit vector in the direction of v⃗\vec{v}v.

Engineering Applications

  • Civil & Structural Engineering: Decomposing gravity loads into axial compression forces acting along angled truss bridge members.
  • Automotive & Mechanical Systems: Projecting tire contact friction forces along the longitudinal vehicle axis versus the lateral turning axis.
  • Computer Graphics & Physics Engines: Shadow casting and ray tracing on arbitrary polygonal surfaces.

Example Problems

Example 1: Calculating Projections

Let u⃗=⟨1,2,3⟩\vec{u} = \langle 1, 2, 3 \rangleu=⟨1,2,3⟩ and v⃗=⟨−2,0,4⟩\vec{v} = \langle -2, 0, 4 \ranglev=⟨−2,0,4⟩. Compute the scalar projection compv⃗u⃗\text{comp}_{\vec{v}}\vec{u}compv​u and the vector projection projv⃗u⃗\text{proj}_{\vec{v}}\vec{u}projv​u.

Solution
  1. Calculate Dot Product and Magnitude Squared:
    u⃗⋅v⃗=(1)(−2)+(2)(0)+(3)(4)=−2+0+12=10\vec{u} \cdot \vec{v} = (1)(-2) + (2)(0) + (3)(4) = -2 + 0 + 12 = 10u⋅v=(1)(−2)+(2)(0)+(3)(4)=−2+0+12=10
    ∣v⃗∣2=(−2)2+02+42=4+0+16=20  ⟹  ∣v⃗∣=20=25|\vec{v}|^2 = (-2)^2 + 0^2 + 4^2 = 4 + 0 + 16 = 20 \implies |\vec{v}| = \sqrt{20} = 2\sqrt{5}∣v∣2=(−2)2+02+42=4+0+16=20⟹∣v∣=20​=25​
  2. Calculate Scalar Projection (Scalar):
    compv⃗u⃗=1020=1025=5≈2.236\text{comp}_{\vec{v}}\vec{u} = \frac{10}{\sqrt{20}} = \frac{10}{2\sqrt{5}} = \sqrt{5} \approx 2.236compv​u=20​10​=25​10​=5​≈2.236
  3. Calculate Vector Projection (Vector):
    projv⃗u⃗=(1020)⟨−2,0,4⟩=12⟨−2,0,4⟩=⟨−1,0,2⟩\text{proj}_{\vec{v}}\vec{u} = \left(\frac{10}{20}\right) \langle -2, 0, 4 \rangle = \frac{1}{2} \langle -2, 0, 4 \rangle = \langle -1, 0, 2 \rangleprojv​u=(2010​)⟨−2,0,4⟩=21​⟨−2,0,4⟩=⟨−1,0,2⟩

Connections & References

  • Parent Concepts: Dot Product | Vectors in 2D and 3D
  • Related Notes: Mechanical Work | Combining Forces
  • Course Sessions: Calc-3 Session 03