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02-transformations / 2.1

Module 2: Transformations

What is a Transformation?

Where you'll see this: every time a 3D game rotates a character, a photo app applies a filter, or a self-driving car maps sensor data to a different coordinate frame — a linear transformation is happening. They're the engine behind computer graphics, robotics, and most of deep learning.

You've learned what vectors are. Now imagine taking every single vector in the plane — every arrow starting from the origin — and moving them all at once according to some rule. That's a linear transformation.

Think of it as moving space

A transformation doesn't just move individual arrows. It moves the entire coordinate grid — every point, every line, every vector. Watch the green grid in the interactive as you try different transformations.

Notice what stays the same regardless of which transformation you pick:

  • Grid lines remain straight — they don't curve or bend
  • Parallel lines remain parallel
  • The origin stays fixed — it never moves

These three properties are exactly what makes a transformation linear. Any function that preserves straight lines and keeps the origin in place is linear.

The key insight: just track the basis vectors

Here's the remarkable thing. Because the transformation is linear, you only need to know where two special vectors go — and everything else follows automatically.

Those two special vectors are ı^=[1, 0]\hat{\imath} = [1,\ 0] (one step right) and ȷ^=[0, 1]\hat{\jmath} = [0,\ 1] (one step up). They're called the basis vectors.

Any vector [x, y][x,\ y] can be written as xı^+yȷ^x\,\hat{\imath} + y\,\hat{\jmath}. So once you know where ı^\hat{\imath} and ȷ^\hat{\jmath} land, linearity tells you where every vector lands.

Watch the blue (î) and pink (ĵ) arrows as you switch transformations. The whole grid follows them — wherever those two arrows go, everything else follows.

What doesn't count as a linear transformation

Translations (shifting everything sideways) are not linear — they move the origin. Squaring coordinates is not linear — it curves straight lines. Anything that bends lines or moves the origin is out.

Why matrices

Since you only need to record where ı^\hat{\imath} and ȷ^\hat{\jmath} land, you can store an entire transformation in just four numbers — the two components of each destination. That's exactly what a matrix is: a compact description of a linear transformation. We'll build that connection in the next lesson.

Cross ProductMatrices as Transformations
pick a transformation — see what it does to the grid
îĵ
Identity: Nothing changes. The blue arrow shows where î goes; the pink arrow shows where ĵ goes.