← General Physics I
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Motion in Two and Three Dimensions

Once we extend kinematics to two and three dimensions, position, velocity, and acceleration become full vectors. The key insight is that motion along perpendicular axes is completely independent — we analyze each axis separately, then combine the results. This chapter builds the complete vector formalism, applies it to projectile motion, uniform circular motion, and relative motion, and shows how the same framework works in both 2D and 3D.

4.1 Position and Displacement

In one dimension a particle's location is given by a single coordinate. In two or three dimensions we use a position vector r\vec{r} that extends from the coordinate origin to the particle:

r=xi^+yj^+zk^\vec{r} = x\,\hat{i} + y\,\hat{j} + z\,\hat{k}
x y z r⃗ x y P(x, y, z) O
Position vector r=xi^+yj^+zk^\vec{r} = x\hat{i} + y\hat{j} + z\hat{k} locates particle P from origin O. Dashed lines show the x (green) and y (amber) projections.

The coefficients xx, yy, zz are the rectangular coordinates of the particle — they are also the scalar components of r\vec{r}. As the particle moves, r\vec{r} continuously points from origin to particle, sweeping through space.

When a particle moves from position r1\vec{r}_1 to r2\vec{r}_2, its displacement is the vector change:

Δr=r2r1=(x2x1)i^+(y2y1)j^+(z2z1)k^\Delta\vec{r} = \vec{r}_2 - \vec{r}_1 = (x_2-x_1)\,\hat{i} + (y_2-y_1)\,\hat{j} + (z_2-z_1)\,\hat{k}
Position vs. displacement: The position vector r\vec{r} depends on where you place the origin. The displacement Δr\Delta\vec{r} does not — it describes the change in position only. Two different position vectors can yield the same displacement.

4.2 Velocity: Average and Instantaneous

If a particle undergoes displacement Δr\Delta\vec{r} in time Δt\Delta t, its average velocity is the displacement divided by elapsed time:

vavg=ΔrΔt\vec{v}_{\text{avg}} = \frac{\Delta\vec{r}}{\Delta t}

As Δt0\Delta t \to 0, this limit is the instantaneous velocity — the time derivative of the position vector:

v=drdt=dxdti^+dydtj^+dzdtk^=vxi^+vyj^+vzk^\vec{v} = \frac{d\vec{r}}{dt} = \frac{dx}{dt}\,\hat{i} + \frac{dy}{dt}\,\hat{j} + \frac{dz}{dt}\,\hat{k} = v_x\,\hat{i} + v_y\,\hat{j} + v_z\,\hat{k}
v⃗ v⃗ path of particle v⃗ is always tangent to the path, in any number of dimensions
The instantaneous velocity v\vec{v} at two points on a curved path. At each point v\vec{v} is tangent to the path — its direction changes continuously as the particle curves.
Tangent rule: The instantaneous velocity is always directed along the tangent to the particle's path at the current position. This holds equally in 1D, 2D, and 3D.

The speed is the magnitude of v\vec{v}: v=vx2+vy2+vz2v = \sqrt{v_x^2 + v_y^2 + v_z^2}. To find v\vec{v} from a position function r(t)\vec{r}(t), differentiate each scalar component separately with respect to time.

4.3 Acceleration: Average and Instantaneous

Whenever the velocity vector v\vec{v} changes — whether in magnitude, direction, or both — there is an acceleration. The average acceleration over time interval Δt\Delta t is:

aavg=ΔvΔt=v2v1Δt\vec{a}_{\text{avg}} = \frac{\Delta\vec{v}}{\Delta t} = \frac{\vec{v}_2 - \vec{v}_1}{\Delta t}

The instantaneous acceleration is the derivative of v\vec{v}, equivalently the second derivative of r\vec{r}:

a=dvdt=d2rdt2=dvxdti^+dvydtj^+dvzdtk^\vec{a} = \frac{d\vec{v}}{dt} = \frac{d^2\vec{r}}{dt^2} = \frac{dv_x}{dt}\,\hat{i} + \frac{dv_y}{dt}\,\hat{j} + \frac{dv_z}{dt}\,\hat{k}
v⃗ a⃗ path a⃗ can point in any direction — not necessarily along v⃗
At any point, velocity v\vec{v} (blue) is tangent but acceleration a\vec{a} (red) can point in a completely different direction — arising from change in speed, direction, or both.
Critical insight: A particle accelerates whenever its velocity vector changes in any way. A car rounding a curve at constant speed is accelerating because the direction of v\vec{v} is changing — the magnitude may be constant, but the vector is not.

Because acceleration is computed by differentiating each scalar component independently, we can analyze axa_x, aya_y, and aza_z as separate 1D problems. This is exactly the independence principle exploited in projectile motion.

4.4 Projectile Motion — The Key Insight

A projectile is any object launched with initial velocity v0\vec{v}_0 and then subject only to the constant downward free-fall acceleration g\vec{g}. Air resistance is neglected.

Independence principle: In projectile motion the horizontal motion and the vertical motion are completely independent. The horizontal component of motion has no effect on the vertical component, and vice versa.

This is not obvious, but is directly verifiable: drop a ball and simultaneously launch another ball horizontally from the same height. Both balls hit the ground at exactly the same instant. The horizontal velocity does not affect the rate of vertical fall.

VERTICAL HORIZONTAL COMBINED + = g const vx parabola increasing gaps equal gaps
Projectile motion (right, blue) is the superposition of vertical free fall (left, amber) and constant horizontal motion (middle, green). Vertical spacing grows; horizontal spacing is uniform.

We decompose the initial velocity into horizontal and vertical components using the launch angle θ0\theta_0 above horizontal:

v0x=v0cosθ0v0y=v0sinθ0v_{0x} = v_0\cos\theta_0 \qquad v_{0y} = v_0\sin\theta_0

Horizontal: no acceleration, so vx=v0xv_x = v_{0x} throughout. Vertical: free fall with ay=ga_y = -g. Time tt is the single shared variable linking both motions.

4.5 Equations of Projectile Motion

Starting at (x0,y0)(x_0, y_0) with speed v0v_0 at angle θ0\theta_0, the full kinematic equations for each axis are:

Projectile motion equations (up positive)
QuantityEquationNotes
Horizontal positionxx0=(v0cosθ0)tx - x_0 = (v_0\cos\theta_0)\,tvxv_x constant; zero horizontal acceleration
Vertical positionyy0=(v0sinθ0)t12gt2y - y_0 = (v_0\sin\theta_0)\,t - \frac{1}{2}g t^2Free fall with initial upward vyv_y
Vertical velocityvy=v0sinθ0gtv_y = v_0\sin\theta_0 - g\,tDecreases linearly; zero at peak
vy2v_y^2 relationvy2=(v0sinθ0)22g(yy0)v_y^2 = (v_0\sin\theta_0)^2 - 2g(y-y_0)Velocity–position without tt
Horizontal velocityvx=v0cosθ0v_x = v_0\cos\theta_0Constant throughout flight
v0y v0x vy = 0 peak Range R
Velocity vectors at five points. Green (vxv_x) stays constant; amber (vyv_y) shrinks to zero at the peak then grows downward. The total velocity (blue) is their vector sum at each point.

At the peak vy=0v_y = 0. The velocity–position equation gives the maximum height above the launch point:

H=(v0sinθ0)22gH = \frac{(v_0\sin\theta_0)^2}{2g}

Speed at any point: v=vx2+vy2v = \sqrt{v_x^2 + v_y^2}. At the peak, speed is a minimum: vpeak=v0cosθ0v_{\text{peak}} = v_0\cos\theta_0. At launch and landing it equals v0v_0 (for level ground).

4.6 Trajectory Equation and Horizontal Range

Eliminating tt between the position equations yields the path equation — the trajectory. Solving xx0=(v0cosθ0)tx - x_0 = (v_0\cos\theta_0)t for tt and substituting into the yy equation:

y=(tanθ0)xg2(v0cosθ0)2x2y = (\tan\theta_0)\,x - \frac{g}{2(v_0\cos\theta_0)^2}\,x^2

This is y=ax+bx2y = ax + bx^2 — a parabola. Every projectile (neglecting air) follows a parabolic path. When the projectile returns to its launch height, the total horizontal distance is the range:

R=v02sin2θ0gR = \frac{v_0^2\,\sin 2\theta_0}{g}
30° 45° (max range) 60° R_max (45°) 30° = 60° same v0, different angles
Three trajectories with the same launch speed v0v_0. The 45° angle (blue) gives maximum range. Complementary angles 30° and 60° (purple/green) produce identical shorter ranges.
Complementary angle rule: Angles θ0\theta_0 and (90°θ0)(90° - \theta_0) give the same range, because sin2θ0=sin(180°2θ0)\sin 2\theta_0 = \sin(180° - 2\theta_0). A 30° launch travels exactly as far as a 60° launch with the same initial speed.

The range formula applies only when landing height equals launch height. For a cliff, slope, or any non-level geometry, return to the basic position equations and solve for when yy reaches the landing elevation.

4.7 Uniform Circular Motion

A particle in uniform circular motion moves at constant speed vv on a circular path of radius rr. Although the speed is constant, the direction of v\vec{v} changes continuously — so there is an acceleration.

This acceleration is directed radially inward, toward the center of the circle — it is called centripetal (center-seeking) acceleration:

a=v2r(directed toward the center)a = \frac{v^2}{r} \qquad (\text{directed toward the center})
O v⃗ a⃗ r |v⃗| = const; direction always changing
In uniform circular motion, velocity v\vec{v} (blue) is always tangent and centripetal acceleration a\vec{a} (red) always points toward center O. Both vectors rotate continuously.

The time for one complete revolution is the period:

T=2πrvT = \frac{2\pi r}{v}
Why accelerating at constant speed? Speed is the magnitude of v\vec{v} — it doesn't change. But the direction of v\vec{v} changes at every instant. Any change in v\vec{v}, however small, is an acceleration. The centripetal acceleration continuously rotates v\vec{v} without altering its magnitude.

This can be derived directly: if r(t)=rcos(ωt)i^+rsin(ωt)j^\vec{r}(t) = r\cos(\omega t)\,\hat{i} + r\sin(\omega t)\,\hat{j}, differentiating twice gives a=ω2r\vec{a} = -\omega^2\vec{r} — magnitude ω2r=v2/r\omega^2 r = v^2/r, directed opposite to r\vec{r}, i.e., toward the center.

4.8 Relative Motion in Two Dimensions

The velocity of a particle is not absolute — it depends on the reference frame, the body to which we attach our coordinate axes. Two observers in frames moving at constant velocity relative to each other will measure different velocities for the same particle.

If frame B moves at constant velocity vBA\vec{v}_{BA} relative to frame A, the velocities of particle P in each frame satisfy:

vPA=vPB+vBA\vec{v}_{PA} = \vec{v}_{PB} + \vec{v}_{BA}

The subscript notation chains: read "PA" as "P measured in A," and note that the B labels cancel — PB + BA = PA. The rule extends to three or more frames: vAC=vAB+vBC\vec{v}_{AC} = \vec{v}_{AB} + \vec{v}_{BC}.

O (ground G) v⃗_PW (airspeed) v⃗_WG (wind) v⃗_PG = v⃗_PW + v⃗_WG Airplane P in wind W above ground G — velocities form a vector triangle
An airplane's ground velocity vPG\vec{v}_{PG} (blue, dashed) is the vector sum of airspeed vPW\vec{v}_{PW} (amber) and wind velocity vWG\vec{v}_{WG} (green). The three vectors form a closed triangle.
Acceleration is frame-independent: Because vBA\vec{v}_{BA} is constant, its time derivative is zero, so aPA=aPB\vec{a}_{PA} = \vec{a}_{PB}. Both observers measure the same acceleration. This is the foundation of Newtonian mechanics: the laws of motion take the same form in all non-accelerating (inertial) reference frames.

Relative motion is essential in navigation (crosswind corrections, river crossings), collision analysis, and any situation where motion is observed from a moving platform such as a ship, train, or aircraft.

Key Concepts

Position Vector
The position vector r=xi^+yj^+zk^\vec{r} = x\,\hat{i} + y\,\hat{j} + z\,\hat{k} locates a particle from the origin. Displacement is Δr=r2r1\Delta\vec{r} = \vec{r}_2 - \vec{r}_1. Unlike r\vec{r}, displacement is independent of where you place the origin.
Velocity Vector
Instantaneous velocity v=dr/dt\vec{v} = d\vec{r}/dt. Components: vx=dx/dtv_x = dx/dt, vy=dy/dtv_y = dy/dt, vz=dz/dtv_z = dz/dt. The velocity vector is always tangent to the particle's path; its magnitude is the speed.
Acceleration Vector
Instantaneous acceleration a=dv/dt=d2r/dt2\vec{a} = d\vec{v}/dt = d^2\vec{r}/dt^2. Acceleration arises whenever velocity changes in magnitude or direction — or both. It can point in any direction relative to the path.
Independence of Motion
In projectile motion, horizontal and vertical motions are completely independent. Horizontal: constant vxv_x (no acceleration). Vertical: constant downward acceleration gg. Time is the only shared variable.
Range and Maximum Height
Range R=v02sin2θ0/gR = v_0^2\sin 2\theta_0/g, maximized at 45°. Max height H=(v0sinθ0)2/(2g)H = (v_0\sin\theta_0)^2/(2g). Complementary angles (e.g. 30° and 60°) give equal range.
Uniform Circular Motion
Constant speed vv on a circle of radius rr. Despite constant speed, the direction of v\vec{v} changes continuously, producing centripetal acceleration a=v2/ra = v^2/r directed toward the center. Period T=2πr/vT = 2\pi r/v.
Relative Velocity
vPA=vPB+vBA\vec{v}_{PA} = \vec{v}_{PB} + \vec{v}_{BA} — the subscripts chain. Both observers (in frames moving at constant relative velocity) measure the same acceleration: aPA=aPB\vec{a}_{PA} = \vec{a}_{PB}.

Key Equations

Position vector (3D)
r=xi^+yj^+zk^\vec{r} = x\,\hat{i} + y\,\hat{j} + z\,\hat{k}
Locates a particle relative to the coordinate origin in any number of dimensions.
Instantaneous velocity
v=drdt=vxi^+vyj^+vzk^\vec{v} = \frac{d\vec{r}}{dt} = v_x\,\hat{i} + v_y\,\hat{j} + v_z\,\hat{k}
Always tangent to the path; differentiate each component separately.
Instantaneous acceleration
a=dvdt=d2rdt2\vec{a} = \frac{d\vec{v}}{dt} = \frac{d^2\vec{r}}{dt^2}
Can point in any direction relative to the path — arises from any change in $\vec{v}$.
Range (level ground)
R=v02sin2θ0gR = \frac{v_0^2\sin 2\theta_0}{g}
Maximum at $\theta_0 = 45°$; complementary launch angles give equal range.
Maximum height
H=(v0sinθ0)22gH = \frac{(v_0\sin\theta_0)^2}{2g}
Height above launch point when $v_y = 0$ at the peak.
Centripetal acceleration
a=v2ra = \frac{v^2}{r}
Directed toward center of circle; present even at constant speed.
Relative velocity
vPA=vPB+vBA\vec{v}_{PA} = \vec{v}_{PB} + \vec{v}_{BA}
Subscripts chain: B cancels. Acceleration is the same in both frames.
Worked Example

Projectile Launched at an Angle

Problem

A ball is kicked at v0=20v_0 = 20 m/s at θ=30°\theta = 30° above horizontal. Find the range and maximum height (take g=10g = 10 m/s²).

Solution

Find initial components:

v0x=20cos30°=17.3 m/s,v0y=20sin30°=10 m/sv_{0x} = 20\cos30° = 17.3 \text{ m/s}, \quad v_{0y} = 20\sin30° = 10 \text{ m/s}

Maximum height (at vy=0v_y = 0):

H=v0y22g=(10)22(10)=5 mH = \frac{v_{0y}^2}{2g} = \frac{(10)^2}{2(10)} = 5 \text{ m}

Range:

R=v02sin2θg=(20)2sin60°10=400×0.8661034.6 mR = \frac{v_0^2\sin 2\theta}{g} = \frac{(20)^2\sin 60°}{10} = \frac{400 \times 0.866}{10} \approx 34.6 \text{ m}
Answer Maximum height H = 5 m; range R ≈ 34.6 m.
Practice

Exercises

7 problems
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Exercise 1 / 7 Free
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Aim the cannon to hit the target at 30 m. Adjust the angle and press Fire! The dashed curve shows your predicted trajectory. Use R = v₀²sin(2θ)/g to find the right angle.

Exercise 2 / 7 Free
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A ball is launched at v₀ = 20 m/s at θ = 30° above horizontal. Find the horizontal component of the initial velocity.

vx = m/s
3 of 7

Using the same projectile (v0y=10 m/sv_{0y} = 10 \text{ m/s}, g=10 m/s2g = 10 \text{ m/s}^2). What is the maximum height above the launch point?

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4 of 7

Using the same projectile (v0y=10 m/sv_{0y} = 10 \text{ m/s}, g=10 m/s2g = 10 \text{ m/s}^2). What is the total time of flight?

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5 of 7

Using the same projectile (v0x=17.3 m/sv_{0x} = 17.3 \text{ m/s}, T=2 sT = 2 \text{ s}). What is the horizontal range?

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6 of 7

A ball is kicked at 15 m/s15 \text{ m/s} at 45°45° (g=10 m/s2g = 10 \text{ m/s}^2). What is the horizontal range?

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7 of 7

A projectile is launched horizontally at 25 m/s25 \text{ m/s} from a cliff 20 m20 \text{ m} high (g=10 m/s2g = 10 \text{ m/s}^2). How long does it take to hit the ground?

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Key Takeaways

  • Position, velocity, and acceleration are vectors in 2D and 3D; handle each component independently.
  • Instantaneous velocity is always tangent to the path; its magnitude equals the speed.
  • In projectile motion: vxv_x is constant throughout; vyv_y decreases at rate gg. Time links the two axes.
  • Range R=v02sin2θ0/gR = v_0^2\sin 2\theta_0/g is maximized at θ0=45°\theta_0 = 45°; complementary angles give equal range.
  • Centripetal acceleration a=v2/ra = v^2/r is directed inward; a particle at constant speed on a circle still accelerates.
  • Relative velocity: vPA=vPB+vBA\vec{v}_{PA} = \vec{v}_{PB} + \vec{v}_{BA} — add frame velocities as vectors. Acceleration is frame-independent.