Beginner Topic 11 of 49 Graphics, Vision & Media
2D Transformations
Translation, rotation and scaling in the plane.
How it works
2D transformations move, orient and reshape points and shapes in the plane. Basic ones are translation, rotation about the origin or a point, scaling, uniform or non-uniform, shearing and reflection. They can be expressed as matrix operations, with homogeneous coordinates letting translation be represented as a matrix multiplication, so a sequence of transformations combines into a single matrix. Order matters because matrix multiplication is not commutative.
Where it is used
Sprites in games, UI layout and animation, vector drawing programs, CSS transforms, canvas APIs and image processing use 2D transformations.
Common pitfall
Rotating and then translating gives different results from translating and then rotating, a classic source of bugs. Rotation about a point requires translating to the origin, rotating and translating back. Scaling about the origin moves objects unexpectedly. Non-uniform scaling combined with rotation causes skew. Be consistent about row versus column vector conventions and angle units, and compose transformations deliberately.
Where it fits in the course
2D Transformations is topic 11 of 49 in Graphics, Vision & Media, rated Beginner. It follows Polygons and Meshes. The next topic is Matrices in Graphics.
Practice and explore
- Open the interactive lesson, with a mini quiz.
- Take the Graphics, Vision & Media quiz.
How to study this topic
- Read the explanation above and restate the definition in your own words.
- Open the interactive lesson and answer its mini quiz.
- Read the common pitfall, then write a short example that avoids it.
- Check your understanding in the Graphics, Vision & Media quiz, and revisit the topic if you miss a question.
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Related topics
- Polygons and Meshes (Graphics, Vision & Media)
- Matrices in Graphics (Graphics, Vision & Media)
- Line Drawing Algorithms (Graphics, Vision & Media)
- Animation Principles (Graphics, Vision & Media)