Average in disguise
A midpoint is just the component‑wise average of two points. Midpoints are “add then halve” baked right into geometry.
Formula (2D): M = ((x₁ + x₂)/2, (y₁ + y₂)/2).
Formula (3D): M = ((x₁ + x₂)/2, (y₁ + y₂)/2, (z₁ + z₂)/2).
Tip: Press Enter in any field to calculate.
2D: true positions, with P₁, P₂, and M. 3D: simple isometric projection for orientation (axes indicative).
The midpoint of two points is the coordinate exactly halfway between them.
For 2D, with P₁=(x₁,y₁) and P₂=(x₂,y₂):
M=\((x₁+x₂)/2,(y₁+y₂)/2\).
For 3D, with P₁=(x₁,y₁,z₁) and P₂=(x₂,y₂,z₂):
M=\((x₁+x₂)/2,(y₁+y₂)/2,(z₁+z₂)/2\).
This is simply the average of each coordinate. It works for any real numbers (including negatives and decimals).
A midpoint is just the component‑wise average of two points. Midpoints are “add then halve” baked right into geometry.
The midpoint is the centroid of a line segment. In physics it’s where a uniform rod’s mass would balance on a pin.
Two circles with equal radii intersect if the distance between centers is less than twice the radius. The midpoint between centers sits on the perpendicular bisector.
Quadratic Bezier curves are built from midpoint blends. Repeatedly take midpoints along control segments and you trace the curve (De Casteljau’s algorithm).
The classic raster “midpoint circle algorithm” picks the next pixel by testing the midpoint between two candidates—midpoints literally draw circles on old GPUs.
2D: M=((x₁+x₂)/2,(y₁+y₂)/2). 3D adds the z term: M=((x₁+x₂)/2,(y₁+y₂)/2,(z₁+z₂)/2).
Yes. Inputs fully support negative and decimal values.
Absolutely. All computations are performed directly in your browser; nothing is uploaded.
Coordinate geometry, graphics, engineering drawings, robotics path planning, and game development.