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Every time a video game rotates a character or scales a 3D model, it is silently multiplying thousands of coordinate points by a single 2Γ2 grid of numbers.
Points as Column Vectors
In the Cartesian plane, any point (x,y) can be represented as a column vector (xyβ), which points from the origin (0,0) directly to that location.
A 2Γ2 transformation matrix is a two-row by two-column array of numbers that acts like a function, taking in an input vector and spitting out a transformed output vector.
How does a matrix actually change those numbers? Let's look at the multiplication rule.
Matrix-Vector Multiplication
In the 1850s, British mathematician Arthur Cayley developed matrix algebra to compactly describe systems of linear equations. To multiply a matrix by a vector, you take the dot product of each matrix row with the column vector.
πA visual step-by-step breakdown of 2x2 matrix multiplication with a 2x1 column vector. Show the formula: [ [a, b], [c, d] ] * [x, y] = [ ax + by, cx + dy ]. Top row [a, b] is highlighted in vibrant teal (#008080) and sweeps across [x, y] to produce the top output 'ax + by'. Bottom row [c, d] is highlighted in coral (#e76f51) and sweeps across [x, y] to produce 'cx + dy'. Clean modern card layout on light background (#f8f9fa), large crisp LaTeX typography, clear color-coded matching brackets.
Notice the structure: the top row gives the new xβ²-coordinate (ax+by), and the bottom row gives the new yβ²-coordinate (cx+dy).
What does this look like with real coordinates on a grid?
Worked Example: Mapping a Point
Let's transform the point P(3,1) using the matrix A=(21ββ12β).
We multiply row-by-column: xβ²=(2)(3)+(β1)(1)=6β1=5, and yβ²=(1)(3)+(2)(1)=3+2=5, giving the transformed point Pβ²(5,5).