Chapter 6 · Introduction

Chapter 6 — Linear Transformations

Every matrix is a machine that moves space. Linear transformations explain what that machine does, what it destroys, what it can reach, and how machines are chained together.

Up to now a matrix has been a table of numbers: something to row reduce, multiply, invert or take the determinant of. In this chapter we change our point of view. A matrix $A$ is a machine: feed it a vector $\mathbf{x}$ and it returns a new vector $A\mathbf{x}$. Feed it every point of the plane at once and it moves the whole plane — rotating it, stretching it, shearing it, flipping it over, or flattening it onto a line. Such machines are called linear transformations, and the two rules they obey, $T(\mathbf{u}+\mathbf{v})=T(\mathbf{u})+T(\mathbf{v})$ and $T(c\mathbf{u})=cT(\mathbf{u})$, are so simple that they appear almost everywhere.

Every frame of a video game is drawn by multiplying the corners of thousands of triangles by matrices that turn, scale and project a 3-D world onto a flat screen. A robot arm works out where its hand is by chaining one rotation for each joint — and chaining linear maps is exactly matrix multiplication. Photo filters that turn a picture grey or sepia multiply every pixel's colour vector by the same small matrix, and a hospital CT scanner reconstructs an image by "undoing" a linear map from tissue densities to measurements. To use these machines well we need to know what they lose (their kernel), what they can produce (their range), how to describe them with a matrix in any coordinate system, and what they look like geometrically.

Linearity: sums and multiples are preserved→The standard matrix $[T(\mathbf{e}_1)\ \cdots\ T(\mathbf{e}_n)]$→Kernel and range: what is lost, what is reached→The matrix of $T$ in any basis→Geometry: rotate, reflect, shear, project
ApplicationThe vectorsThe linear map
Computer graphicscorners of a model in $\mathbb{R}^2$ or $\mathbb{R}^3$rotate, scale, shear, project to the screen
Roboticspositions of the joints and the handone rotation per joint, composed by matrix products
Image filterscolour pixels $(R,G,B)$greyscale, sepia, colour-space conversion
Medical imagingtissue densities in the pixelsthe scanner's measurement map — its kernel is invisible
🎯 By the end of this chapter you can…
  • decide whether a map between vector spaces is linear, proving it in general or disproving it with one counterexample;
  • find the standard matrix of a linear map $\mathbb{R}^n\to\mathbb{R}^m$ from the images of the standard basis vectors, and compose maps by multiplying matrices in the right order;
  • find bases of the kernel and range, decide whether a map is one-to-one or onto from its pivots, and use the rank–nullity theorem to count dimensions;
  • recognise isomorphisms and use them to move questions about polynomials and matrices into $\mathbb{R}^n$;
  • find the matrix of a linear map relative to any bases, and see how it changes with the basis;
  • describe rotations, reflections, shears, projections and scalings of the plane by matrices, read off how they change areas and orientation, and use homogeneous coordinates to include translations.
Teaser — A Matrix Is a Machine That Moves the Plane

Press Play and watch the plane — grid, unit square and a little house — glide from where it is to where the matrix $A$ sends it. The red and blue arrows are the images of $\mathbf{e}_1$ and $\mathbf{e}_2$: they are the columns of $A$, and they decide everything else. Notice what never changes: the origin stays put, and straight, parallel, evenly spaced grid lines stay straight, parallel and evenly spaced.

matrix $A$—
$A\mathbf{e}_1$ (column 1)—
$A\mathbf{e}_2$ (column 2)—
area factor $|\det A|$—

Sections in this chapter

✅ Before you start
You should be fluent with matrix–vector and matrix–matrix products (2.1 Matrix Operations) and with inverses (2.2), and able to row reduce a matrix to echelon form (1.2 Gaussian and Gauss–Jordan Elimination). Determinants as area factors (3.3) and the projection $\operatorname{proj}_{\mathbf{u}}\mathbf{v}$ (4.2) reappear in 6.4. Above all, this chapter builds on Chapter 5: vector spaces and subspaces (5.1), span and linear independence (5.2), basis and dimension (5.3), the null space, column space and rank (5.4), and coordinates $[\mathbf{x}]_{\mathcal B}$ with change-of-basis matrices $P_{\mathcal C\leftarrow\mathcal B}$ (5.5).