Coordinate systems and components in 3-space

Rectangular coordinate systems in 3-space are defined like rectangular coordinate systems in 2-space, but with an extra axis.

To define a rectangular coordinate system in 3-space
Choose a point O (the origin) and three mutually perpendicular lines through O (the x axis, y-axis and z-axis).

Choose a unit for measuring distances and a positive direction along each axis. Assign each point on the axis its signed distance from the origin as a coordinate.

The axes also define three coordinate planes:

the xy-plane containing the x-axis and y axis

the yz-plane containing y-axis and z-axis

the xz-plane containing the x-axis and z-axis.

The x-coordinate of a point P is the coordinate x of the point on the x-axis where that axis meets the plane through P parallel the yz-plane.

The y-coordinate of a point P is the coordinate y of the point on the y-axis where that axis meets the plane through P parallel the xz-plane.

The z-coordinate of a point P is the coordinate z of the point on the z-axis where that axis meets the plane through P parallel the xy-plane.

The point P is then represented by the ordered triple (x, y, z).

We write the point as P(x, y, z).

A few notes. To avoid making our picture overly complicated, we usually draw only the positive parts of the axes unless the negative parts are essential to the current situation. Also, note that we usually draw the x-axis pointing "out" of the plane of the page, the y-axis horizontally and the z-axis vertically. There are other orientations (six orientations in total) which are sometimes used: here are the positive axes of each.

Rectangular coordinate systems in 3-space are either right-handed or left-handed. A system is right-handed if, when you curl the fingers of your right hand so as to push the positive x-axis onto the positive y-axis through 90°, you thumb points roughly in the direction of the z-axis. The system is left-handed otherwise (or if you do the same test with your left hand). The usual way of orienting the axes mentioned before is right-handed (the first system in the picture above). Can you decide whether the remaining five are right-handed or left-handed?

 

To define components for vectors in 3-space, we do essentially what we did in 2-space: represent the vector by an arrow with its tail at the origin and look at the coordinates of its head.

Components of a vector in 3-space

Given a rectangular coordinate system in 3-space with origin O, represent each vector by an arrow with its tail at the origin. Its head will then lie at some point P(a, b, c). The vector can then be represented by the ordered triple of numbers (a, b, c). The number a is called the x-component of the vector, the number b is called the y-component of the vector and the number c is called the z-component of the vector.

 

As before, we can write a vector in an alternate form using the vectors

i = (1, 0, 0),    j = (0, 1, 0)   and   k = (0, 0, 1)

along the coordinate axes. In this form, any vector v = (a, b, c) can be written as v = ai + bj + ck.

To calculate with components, we do essentially as we did in 2-space, but with one extra component.

Calculations with components in 3-space

Suppose u, v and w are vectors in 3-space and c is any scalar. In terms of components with respect to some coordinate system in 3-space,

If u = (u1, u2, u3 ), v = (v1, v2, v3) and w = (w1, w2, w3), then

If u = u1i + u2j + u3k, v = v1i + v2j + v3k and w = w1i + w2j +w3k, then

u + v = (u1 + v1, u2 + v2, u3 + v3)

u + v = (u1 + v1)i + (u2 + v2)j + (u3 + v3)k

cu = (cu1, cu2, cu3)

cu = cu1i + cu2j + cu3k

v = (–v1, –v2, –v3)

v = –v1i – v2j – v3k

uv = (u1 – v1, u2 – v2, u3 v3)

uv = (u1 – v1)i + (u2 – v2)j + (u3 – v3)k

0 = (0, 0, 0)

0 = 0i + 0j + 0k

To prove these rules, use the second component form for the vectors and the list of ten essential rules.

 

To find the components of the vector joining two points, proceed as you did for 2-space.

The components of the vector PQ from point P(p1, p2, p3) to point Q(q1, q2, q3) are

        PQ = (q1 – p1, q2 – p2, q3 - p3).

Proof: PQ = OQOP = (q1, q1, q3) – (p1, p2, p3) = (q1 – p1, q2 – p2, q3 – p3).