A linear transformation is a function that maps vectors to vectors while preserving the structure of the space. In this lesson you’ll see how matrices naturally represent these transformations and why that connection is so powerful.
Every linear transformation from Rn to Rm can be represented by an m×n matrix A:
T(x)=Ax
Common linear transformations:
Rotation by θ:
[cosθsinθ−sinθcosθ]
Scaling by sx and sy:
[sx00sy]
Projection onto x-axis:
[1000]
Reflection across x-axis:
[100−1]
Not all transformations are linear. Translation (shifting by a constant vector) is not linear because T(0)=0.
The diagram shows three transformations applied to the same L-shape: rotation turns it, scaling stretches it, and projection onto the x-axis flattens it down to a line. Each is defined by a single matrix.
Linear transformations are everywhere in games and graphics:
Every time you rotate, scale, or reflect a 3D model, you’re applying a linear transformation via a matrix
Camera systems use view matrices (linear transformations)
Animation blending involves linear combinations of transformations
Lighting calculations transform normal vectors
Physics engines transform force vectors between coordinate systems
Example: When your character turns left, the game engine applies a rotation matrix to every vertex of the character model. When the camera zooms in, it applies a scaling transformation. These happen every frame, thousands of times per second.