Theory of Computation & Computer Graphics — Two-Dimensional Transformation, NEC licence examination syllabus (Nepal Engineering Council).
The simplest transformation — and the reason every 2D transformation uses a slightly odd-looking 3×3 matrix instead of a 2×2 one.
Translation moves every point of an object by the same fixed offset (tx, ty) — the shape doesn't rotate, resize, or distort, it just moves.
Set tx and ty to 0 and the solid shape lands exactly on the dashed one — that is the identity, and it is why translation needs the 3×3 matrix.
Translation is the odd one out. Rotation, scaling and shear all multiply coordinates, and multiplication can be written as a 2×2 matrix. Translation adds, and addition cannot — which is the entire reason for homogeneous coordinates.
By appending a 1 to every point, the added constants tx and ty sit in the third column and get multiplied by that 1. Addition is disguised as multiplication, and now all four transformations are matrices — so they can be composed by multiplying them together. That single trick is what makes the whole graphics pipeline possible.Translation preserves everything about the shape — lengths, angles, areas and orientation. It is a rigid transformation. The inverse is simply translation by (−tx, −ty), which is worth remembering because inverse transformations appear constantly in composite problems.
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