Algebra • Vector Mathematics Flagship

Vector Projection Calculator

Decompose vectors in 2D and 3D space into parallel projections ($\text{proj}_\mathbf{v}\mathbf{u}$), signed scalar components ($\text{comp}_\mathbf{v}\mathbf{u}$), orthogonal rejections ($\mathbf{u}_\perp$), and mechanical work.

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Last Updated: September 2026
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Verified Mathematical Solution
Vector u (Vector to Project) Projected Vector
Vector v (Base Vector onto which to project) Axis / Direction
Preset Examples:
Vector Projection proj_v(u) Parallel Component
Vector Projection proj_v(u)
⟨4.00, 0.00⟩
Scalar Component comp_v(u) = 4.00
Dot Product 24
||v||² Base 36
Angle (θ) 36.87°
Ortho Part ⟨0, 3⟩

2D Geometric Projection & Orthogonal Drop

Shadow proj_v(u)
u
v
proj_v(u)
u_⊥

Step-by-Step Projection Formula & Decomposition Formula: proj_v(u) = [(u · v) / ||v||²] v

Direct Answer & Overview
Verified Educational Guide

How to Calculate Vector and Scalar Projections

To find the vector projection of vector u onto vector v (proj_v u), calculate the dot product u · v, divide by the squared magnitude of the base vector ||v||², and multiply by vector v: proj_v(u) = ((u · v) / ||v||²) v. To find the signed scalar component (comp_v u), divide the dot product by the single magnitude of v: comp_v(u) = (u · v) / ||v||. The orthogonal rejection is found by subtracting the projection from u: u_⊥ = u - proj_v(u).

Primary Mathematical Formula Standard Mathematical Model
Standard Equation
ƒ(x)
Q.E.D.
proj_v(u) = ((u · v) / ||v||²) v | comp_v(u) = (u · v) / ||v|| | u_⊥ = u - proj_v(u)
Evaluated with exact mathematical formulation • Rigorously verified
Exact Formula
Input Parameters
Required
1
Target Vector u: Components ⟨u₁, u₂⟩ in 2D or ⟨u₁, u₂, u₃⟩ in 3D
2
Base Vector v: Axis vector ⟨v₁, v₂⟩ or ⟨v₁, v₂, v₃⟩ onto which to project
Expected Outputs
Calculated
Vector Projection proj_v(u): Vector parallel to base v
Scalar Component comp_v(u): Signed length of the projection shadow
Orthogonal Vector u_⊥: Perpendicular rejection component
Enclosed Angle θ: Angle between vectors u and v in degrees and radians
Worked Numerical Example
Instant Verification
Project vector u = ⟨4, 3⟩ onto base vector v = ⟨6, 0⟩
→ u · v = (4×6) + (3×0) = 24. ||v||² = 6² + 0² = 36. proj_v(u) = (24/36)⟨6, 0⟩ = (2/3)⟨6, 0⟩
proj_v(u) = ⟨4.00, 0.00⟩ | comp_v(u) = 4.00 | u_⊥ = ⟨0.00, 3.00⟩

Anatomy of Vector Projection & The Shadow Concept

Imagine shining a light perpendicular to the line containing vector $\mathbf{v}$. The shadow cast by vector $\mathbf{u}$ directly onto $\mathbf{v}$ is the vector projection ($\text{proj}_\mathbf{v}\mathbf{u}$).

Vector Projection
proj_v(u)

A full directional vector lying strictly along the line of base vector v.

Scalar Component
comp_v(u)

A single signed real number representing the length and sign of the shadow.

Orthogonal Part
u_⊥ = u − proj

The perpendicular rejection vector satisfying u_⊥ · v = 0.

Vector Projection vs Scalar Projection (Component)

Students often confuse scalar projection (a magnitude) with vector projection (a vector with direction):

1. Scalar Projection (Length):

comp_v(u) = (u · v) / ||v|| = ||u|| cos(θ)

2. Vector Projection (Vector):

proj_v(u) = comp_v(u) × (v / ||v||) = [ (u · v) / ||v||² ] v

Orthogonal Decomposition & Vector Rejection (Gram-Schmidt)

Any vector $\mathbf{u}$ can be uniquely decomposed into two mutually perpendicular vectors relative to $\mathbf{v}$:

&mathbf;u = &mathbf;u_∥ + &mathbf;u_⊥

&mathbf;u_∥ = proj_v(u)   (Parallel Component)

&mathbf;u_⊥ = &mathbf;u − proj_v(u)   (Perpendicular Rejection)

This orthogonal decomposition is the exact fundamental step used in the Gram-Schmidt process to create orthonormal bases in higher dimensions.

2D and 3D Projection Formulas with Dot Products

The algebraic steps for computing projections in Cartesian coordinates:

  1. Compute Dot Product: $\mathbf{u} \cdot \mathbf{v} = u_1 v_1 + u_2 v_2 + u_3 v_3$.
  2. Compute Base Magnitude Squared: $\|\mathbf{v}\|^2 = v_1^2 + v_2^2 + v_3^2$.
  3. Form Scalar Multiplier: $c = \frac{\mathbf{u} \cdot \mathbf{v}}{\|\mathbf{v}\|^2}$.
  4. Multiply by Base Vector: $\text{proj}_\mathbf{v}(\mathbf{u}) = c \langle v_1, v_2, v_3 \rangle = \langle c v_1, c v_2, c v_3 \rangle$.

Physics Applications: Work Done & Force Along an Incline

In classical mechanics, when a force $\mathbf{F}$ moves an object through displacement $\mathbf{d}$, the work performed is determined solely by the parallel force component:

W = &mathbf;F · &mathbf;d = ||proj_d(F)|| ||d|| = ||F|| ||d|| cos(θ)

Any force component acting perpendicular to $\mathbf{d}$ (such as normal force on a level surface) performs zero mechanical work ($W_{\perp} = 0$).

Step-by-Step Worked Examples (2D, 3D & Mechanical Work)

3D Projection Level: Intermediate

Project u = ⟨1, 2, 3⟩ onto v = ⟨4, 0, 2⟩.

1. Dot Product: u · v = (1)(4) + (2)(0) + (3)(2) = 4 + 0 + 6 = 10.

2. Base Magnitude Squared: ||v||² = 4² + 0² + 2² = 16 + 0 + 4 = 20.

3. Scalar Multiplier: c = 10 / 20 = 0.5.

4. Vector Projection: proj_v(u) = 0.5 × ⟨4, 0, 2⟩ = ⟨2, 0, 1⟩.

5. Scalar Component: comp_v(u) = 10 / √20 = 10 / 4.472 = 2.236.

6. Orthogonal Rejection: u_⊥ = ⟨1, 2, 3⟩ − ⟨2, 0, 1⟩ = ⟨−1, 2, 2⟩ (Check: ⟨−1, 2, 2⟩ · ⟨4, 0, 2⟩ = −4 + 0 + 4 = 0 ✓).

Common Conceptual Errors & Negative Scalar Projections

Pitfall 1: Dividing by the Wrong Vector's Magnitude

When projecting $\mathbf{u}$ onto $\mathbf{v}$, you must divide by the magnitude of the base vector $\mathbf{v}$ ($\|\mathbf{v}\|^2$), never the target vector $\|\mathbf{u}\|^2$.

Pitfall 2: Forgetting That Scalar Projection Can Be Negative

Scalar projection is a signed length. When the angle between vectors exceeds $90^\circ$, $\text{comp}_\mathbf{v}(\mathbf{u}) < 0$, indicating that the projection points in the opposite direction of $\mathbf{v}$.

Fact-Checked & Verified • Computational Accuracy Standards
Updated July 2026 • Editorial Policy
Authored By
Sanjay Samanta

Lead Developer & Founder of Basic Math Tools. Specializes in browser-native computational algorithms and applied mathematics.

Reviewed & Verified By
Academic Review Board

Mathematics & curriculum specialists. Audited against standard algebraic and arithmetic principles.

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Frequently Asked Questions

What is vector projection?
The vector projection of a vector u onto a non-zero vector v (denoted proj_v(u)) is the orthogonal 'shadow' cast by u onto the line spanned by v. It represents the component of u that acts strictly parallel to v, given by the formula proj_v(u) = ((u · v) / ||v||²) v.
What is the difference between scalar projection and vector projection?
Scalar projection (comp_v(u) = (u · v) / ||v||) is a single real signed number representing the length and orientation of the shadow along v. Vector projection (proj_v(u)) is a full vector having both magnitude and direction parallel to v.
What is orthogonal vector rejection?
The orthogonal rejection (or perpendicular component u_⊥) is the part of vector u that is strictly perpendicular to v: u_⊥ = u - proj_v(u). This splits any vector into parallel and perpendicular components: u = proj_v(u) + u_⊥ (the foundation of the Gram-Schmidt orthogonalization process).
Can a scalar projection be negative?
Yes. If the angle θ between vectors u and v is obtuse (90° < θ ≤ 180°), the dot product u · v is negative, meaning the shadow points in the exact opposite direction of vector v.
What happens when two vectors are perpendicular (orthogonal)?
When u and v are perpendicular (θ = 90°), their dot product is zero (u · v = 0). As a result, both the scalar projection and vector projection are zero: proj_v(u) = <0, 0>.
How is vector projection used in physics to compute work done?
In physics, mechanical work is the scalar product of force and displacement: W = F · d = ||proj_d(F)|| ||d||. Only the parallel component of force acting along the direction of motion does work on an object.