the most common name i found in graphics textbooks is cross product.
so recap, the most common operations with vectors in graphics are two: the dot product and the cross product.
dot/inner/scalar product is the componet-wise product:
a dot b = s (scalar) =
a.x * b.x + a.y * b.y + … =
|a| * |b| * cos(phi)
cross/vector/outer product, gives the plane-bundle where the two vectors are built, or the normal to that plane, wich is basically the same.
a cross b = n (vector) =
(for the 3-space case)
n.x = a.yb.z - a.zb.y
n.y = a.zb.x - a.xb.z
n.z = a.xb.y - a.yb.x
|n| = |a| * |b| * sin(phi)
(^^^ correct me boys if i’m wrong about this ^^^)
[This message has been edited by dmy (edited 12-21-2000).]