Ames Laboratory,
Department of Energy,
ISU,
Ames, Iowa

Among many applications, computer graphics uses the cross product of three-vectors extensively to determine intersections of rays and polygons or to create plane normals. The conventional algorithm is as follows:
Given three vectors
and
,
find
b3
a3
b2 ,
b1
a1
b3 ,as the three goal expressions.
While working on a synthetic scene generation program, we wondered if there
might be a way to compute a cross product in less than six multiplications,
at the cost of extra adds. The Sandia nCUBE 2, with 1,024 total processors,
was invaluable for this search; we used 256 of its processors for a
period of 5 hours and 40 minutes and discovered the
method with the first set of stems distributed by the master.
A search that went through all the stems would have taken a month, even
with aggressive pruning rules. The method is shown at the end of
Section 1. We believe this is the first publication of the method.