3D surface explorer
Shape a surface with the sliders and read the calculus off the model: height, gradient and the steepest way uphill.
Result
z = (x² + y²)
The origin is a local (and global) minimum — the bottom of the bowl. Second-derivative test: D > 0, fxx > 0.
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How is this calculated?
Using the tool
Pick a surface family, shape it live with the sliders, and read the calculus off the model: the height z at your point, the gradient ∇f, and which way is steepest uphill — on a surface you can spin with your hand.
The math
A surface z = f(x, y) assigns a height to every point of the plane. The gradient ∇f = (∂f/∂x, ∂f/∂y)at a point tells you two things at once: it points in the direction of steepest ascent, and its length is the slope you'd climb walking that way. Where the gradient is zero the surface is momentarily flat — a critical point— and the second-derivative test (D = fxx·fyy − fxy²) sorts it into minimum (D > 0, fxx > 0), maximum (D > 0, fxx < 0), or saddle (D < 0). Each family here shows one behavior: the bowl and the bell have true extrema, the saddles do not, and the cone shows that a surface can be continuous yet have no gradient at all at a corner.
New to the math? Learn the concept: Higher dimensions, made visual