Tangent, Normal and Binormal Vectors
Anything moving along a curve carries its own set of directions: forward (), the way it's turning (), and the third direction perpendicular to both (). Think of a roller coaster car's forward, sideways and up.
What the symbols mean
- Unit tangent
The direction of motion.
- Principal normal
Points toward the inside of the bend.
- Binormal
Perpendicular to the plane the curve is momentarily bending in.
Explanation
The tangent, normal and binormal vectors are simply three arrows that ride along with a moving object: "forward," "the way I'm turning" and "the third direction, perpendicular to both." Tangent means touching the curve, normal is the old geometry word for perpendicular, and binormal is a second normal. They're what roller coaster designers use to bank turns. The formulas look stacked, but each one is a small step: is the velocity shrunk to length 1 (just the forward direction), is how is changing, also shrunk to length 1 (the direction of the turn), and is the cross product of those two (the leftover direction perpendicular to both). Three arrows, each built from the one before. Bear with the notation; it's a very physical idea.
The last lesson gave us , which points along the curve. Its length is the speed, though, and for describing the shape of a path we don't care how fast you drive it. So divide by the length and keep only the direction. That's , the unit tangent.
Why is perpendicular to . Now ask how changes. On a straight road it doesn't. On a curve it swings around, and tells you which way. Here's the nice part: always has length 1, so by the "constant length means perpendicular" fact from the last lesson, . Since can't get longer or shorter, it can only rotate, and the direction it's rotating toward is perpendicular to itself. That's the direction of turning, and normalizing it gives , which points toward the inside of the bend.
The osculating plane is spanned by and . It's the plane the curve is bending in at that moment, the one that hugs the curve best there ("osculating" means "kissing"). We already know how to get a normal to a plane spanned by two vectors: cross them. So is that plane's normal, and it's a unit vector automatically because and are perpendicular unit vectors.
Together form a moving coordinate frame, the Frenet frame, that rides along the curve. There's an animation further down showing it on a helix.
See it
Worked examples
Find , and for the helix .
- 1
has length , so .
Practice
Type your answer and check it. Solve them all to complete the lesson.
Find the unit tangent of .
For the circle , find at .
Find at for the same circle.
Find at .
For the helix , what is the -component of ?
A self-driving car follows the path (meters). Find its unit tangent vector, the direction it's heading, at .
The hardest one here. Get it, and you've got this lesson.
Find the unit binormal vector of the twisted cubic at .
Where it's used
Roller-coaster and highway designers use the Frenet frame to bank turns; camera rigs in games ride along spline paths oriented by , and .