Use 2 × 2 matrices and translation vectors to reflect, stretch, enlarge, rotate and translate points and shapes, combine transformations in the right order, find areas with the determinant and generate fractals by iteration.
Each is in the Maths AI glossary, with every other term in the subject.
A transformation of the form , where is a
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The number by which a transformation multiplies every area; for the transformation it equals .
The fixed point from which distances are multiplied by the scale factor in an enlargement; it is the only point that an enlargement with scale factor leaves unmoved.
The fixed point about which a rotation turns the plane; it is the only point that a rotation through an angle that is not a multiple of 360° leaves unmoved.
A transformation that maps every point to the point on the line through a fixed centre and with , where is the scale factor; it changes the size of a shape but not its shape.
A shape with detailed structure at every scale, usually generated by iteration, in which parts of the shape repeat the pattern of the whole.
A finite set of transformations, usually affine, that are applied repeatedly, either all together to a shape or one at a time chosen at random to a point, to generate a fractal.
The process of applying the same rule repeatedly, each time to the result of the previous application.
The fixed line in which a reflection takes place; every point on it is unmoved, and each other point is mapped to the point the same distance away on the other side, along a perpendicular to the line.
The point, line or shape to which a transformation is applied, before it is moved.
The direction, clockwise or anticlockwise, in which the labelled vertices of a shape occur; a transformation with a positive determinant preserves it and one with a negative determinant reverses it.
A transformation that turns every point through the same angle, in a stated direction (clockwise or anticlockwise), about a fixed centre, keeping its distance from the centre the same.
The property of a shape that contains smaller copies of itself, each the image of the whole shape under a transformation.
The fractal obtained from a solid triangle by repeatedly removing the middle triangle joining the midpoints of the sides of every remaining triangle; it is made of three copies of itself, each enlarged with scale factor .
A matrix that defines a transformation of the plane by mapping each point with position vector to the point with position vector .
The square with vertices , , and , whose image under a transformation matrix shows the effect of the matrix, with the columns of the matrix as the images of and .
Find the image of a point or a shape under a transformation given by a matrix, or by a matrix and a translation vector.
Write down the matrix of a reflection, a horizontal or vertical stretch, an enlargement or a rotation about the origin, and find a matrix from the images of two points.
Describe fully the transformation represented by a given matrix.
Find the single matrix that represents a composition of transformations, multiplying in the correct order, and use inverse matrices to undo a transformation.
Find invariant points of a transformation, and write down transformations about centres other than the origin in the form .
Calculate the area of an image using the determinant, and interpret a negative or zero determinant.
Find the equation of the image of a curve under a transformation.
Use repeated transformations to generate sequences of points and fractals, and calculate areas and lengths in an iterative pattern.
Every time a phone rotates a photo, a game shrinks a character as it walks into the distance or an engineer programs a robot arm to turn and reach, the coordinates of thousands of points are moved by the same rule. Writing that rule as a matrix turns a geometric move into a single multiplication. Two moves done one after the other become a product of matrices, undoing a move becomes an inverse matrix, and the determinant measures at once how much every area grows or shrinks.
Repeating a transformation many times produces patterns of a different kind. Shapes such as the Sierpinski triangle and Barnsley's fern are built by applying a few transformations over and over, and their areas and lengths follow geometric sequences.
A point in the plane can be written as a column vector , its position vector from the origin. A transformation moves every point of the plane to a new position. The point or shape before the transformation is the object, and the result is its image.
Images are labelled with a prime: the image of is , read "A dashed" or "A prime", and the image of a general point is
Many of the transformations met in earlier years (reflections, rotations, enlargements and stretches with the origin fixed) share one property. The new coordinates are each a fixed combination of the old ones: and
Because for every matrix, a transformation given by a matrix alone always leaves the origin where it is. It also maps straight lines to straight lines and keeps parallel lines parallel, so a square becomes a parallelogram (or, in the special case of a zero determinant, collapses onto a line or a point).
Matrix multiplication works column by column, so the coordinates of all the vertices of a shape can be written as the columns of one matrix and transformed together. If the vertices are ,
and each column of the answer is the image of the matching vertex. On a GDC the vertex matrix is entered as a matrix and multiplied by in one step. On a TI-84 Plus CE matrices are entered through 2nd x⁻¹ (the MATRIX menu, EDIT); on a TI-Nspire the matrix template is on the templates key; on a Casio fx-CG50 matrices are in the Run-Matrix application.
Multiplying any matrix by picks out its first column, and multiplying by
So the first column of a transformation matrix is the image of and the second column is the image of . Every point is steps of
The unit square and its image under show the column rule at work:

The column rule works in both directions. To write down a matrix from a description, find where and go and write those images as the columns. To find a matrix from the images of other points, set up equations or use an inverse.
The inverse is multiplied on the right because is on the right of : from , multiplying both sides on the right by
Five kinds of transformation about the origin have standard matrices. Each can be found from the column rule by asking where and go. The four panels of the flag diagram show a stretch, an enlargement, a rotation and a reflection applied to the same object: the stretch and the enlargement change size, the rotation and the reflection do not, and only the reflection turns the flag over.

A horizontal stretch with scale factor multiplies every -coordinate by and leaves alone, so
Points on the -axis have , so a horizontal stretch does not move them: the -axis is an invariant line of the stretch, and every point on it is an invariant point. In the same way the -axis is invariant under a vertical stretch. A full description of a stretch therefore names three things: that it is a stretch, its scale factor, and its invariant axis (or, equivalently, its direction). A scale factor between 0 and 1 brings points closer to the invariant axis, and a negative scale factor also reflects them across it.
A diagonal matrix with
An enlargement multiplies the distance of every point from a fixed centre by the same scale factor, so shapes keep their angles and proportions.
When the centre is the origin, and , so the matrix is
The scale factor need not be greater than 1. With the image is smaller, and it is still called an enlargement. With the image lies on the opposite side of the centre: an enlargement with scale factor is the same as an enlargement with scale factor 2 followed by a half-turn about the centre, because
The rotation matrix comes from the unit circle (subtopic 3.8). A rotation through angle anticlockwise about the origin moves to the point on the unit circle at angle , which is . It moves
A clockwise rotation through is an anticlockwise rotation through . Replacing by and using
The angle may be given in degrees or in radians, and the GDC must be in the matching mode. The most used rotations have simple matrices worth knowing on sight: 90° anticlockwise is , 180° is
A reflection maps each point to its mirror image in a fixed line.
For a mirror line through the origin making angle with the positive -axis, the line is . Reflecting , which is at angle 0, in this line takes it to the point at angle
The angle that appears in the entries is , twice the angle of the mirror line. The table gives the four special cases, all found by substituting into this one matrix.
Mirror line | Matrix | ||
|---|---|---|---|
-axis () | 0° | 0° |
Describing a matrix is the reverse task: given the matrix, name the transformation and all its details. The pattern of entries in each standard matrix identifies its type.
Form of the matrix | Transformation | Determinant |
|---|---|---|
enlargement, scale factor |
For a rotation, the first column gives the angle; the signs of and fix the quadrant, so
A translation moves every point by the same translation vector . It moves the origin, so no matrix can represent it on its own. Instead the vector is added after the multiplication.
The order inside the formula matters: the point is multiplied by first and the vector is added second. Translating first and then applying gives , which has translation part
Every part of an affine transformation can be read from three images. The origin goes to , so the image of the origin is the translation vector. Then the image of is (first column of )
A point that a transformation leaves in place satisfies . For an affine transformation this gives an equation for the invariant point.
When has an inverse there is exactly one invariant point. When (for example, when and
The standard matrices all have the origin as centre or on the mirror line. A rotation, enlargement or reflection about another point with position vector is built in three steps: translate so that moves to the origin, apply the matrix, then translate back.
Substituting gives
A composite transformation applies one transformation and then another. If the first has matrix and the second has matrix , a point first becomes , and then acts on that result.
The step from to uses the associativity of matrix multiplication. So " followed by " has matrix
Because and are usually different, the order of the transformations usually matters. A reflection in the -axis
Reflecting first and then rotating () is a reflection in , while rotating first and then reflecting () is a reflection in . Some pairs do commute: two rotations about the origin (the angles add), two stretches in perpendicular directions, and an enlargement centred at the origin with anything, because
A transformation with undoes itself: every reflection has this property, and so does a rotation of 180°. Such a transformation is its own inverse, like a self-inverse function in subtopic 2.7.
Multiplying two reflection matrices always gives a rotation. Reflecting in a line at angle and then in a line at angle (both through the origin) gives a rotation about the origin through , anticlockwise if this is positive. The determinant gives a quick reason why the result cannot be another reflection: each reflection has determinant , and
When translations are involved, each step is applied in turn. If is followed by
The matrix part is , as before, but the first translation vector is also transformed by . Applying the same affine transformation twice, for example, gives
The inverse matrix undoes the transformation : if then
The inverses of the standard transformations are the expected ones: a rotation through anticlockwise is undone by clockwise, a reflection by itself, and a stretch or enlargement with scale factor by scale factor . A singular matrix
When a composition is known but one of its parts is not, the matrix equation is solved by multiplying by an inverse on the correct side. If " followed by " equals , then , and multiplying on the left by
YouTubeThe determinant of is
The unit square has area 1. Its image is the parallelogram with vertices , , and

So the unit square, with area 1, becomes a parallelogram with area (the modulus covers the cases where the determinant is negative). Any other shape can be filled, as closely as needed, with tiny squares whose sides are parallel to the axes. Each tiny square is a scaled copy of the unit square, so each one's area is multiplied by the same number , and so is their total.
A translation moves a shape without changing it, so the vector plays no part in the area: only the matrix matters. The area scale factors of the standard transformations agree with what is expected from their geometry.
Transformation | Determinant | Area scale factor |
|---|---|---|
rotation | 1 | |
reflection |
An enlargement with scale factor 3 multiplies every length by 3 and every area by 9, which matches the familiar rule for similar shapes.
The modulus in the area rule discards the sign of the determinant, and that sign has a meaning of its own. Labelling the vertices of the flag-shaped object in order round its edge, say anticlockwise, and then following the same labels round the image gives an anticlockwise order for the stretch, enlargement and rotation, but a clockwise order for the reflection. A negative determinant always signals this flip.
Every reflection has determinant and every rotation , so a composition containing an odd number of reflections reverses orientation and one with an even number does not. This gives a quick classification for a matrix whose area scale factor is 1: if and the matrix has the rotation form, it is a rotation; if and it has the reflection form, it is a reflection.
Because , the area scale factor of a composition is the product of the separate area scale factors.
If , every area is multiplied by 0, so the whole plane is squashed onto a line through the origin (or, for the zero matrix, onto the origin itself). For
so every image is a multiple of and lies on the line
A transformation moves every point of a curve, so the image of a curve is another curve. The equation of the image is found by writing the old coordinates and in terms of the new ones and and substituting into the old equation.
Write the transformation as equations: and .
Rearrange (or use the inverse matrix) to get and
The substitution goes "backwards" because the image point is on the new curve exactly when the original point it came from is on the old curve. This is the same reason why, in subtopic 2.8, a horizontal stretch with scale factor 2 replaces
The two parabolas show the transformation acting on the whole curve: the vertex moves from the origin to , and the image is the object stretched by scale factor 2 horizontally and by scale factor 3 vertically, so overall it is wider, with
Lines are transformed in the same way. Under the rotation of 90° anticlockwise, and , so
Applying the same transformation again and again to its own output is called iteration. Starting from a point and a matrix , the points
Iteration links transformations to sequences. If is a rotation combined with an enlargement with scale factor , each step multiplies the distance from the origin by , so the distances form a geometric sequence with common ratio (subtopic 1.3). Areas multiply by each step, which is another geometric sequence, and when
When several transformations are iterated together, each acting on the whole of the previous shape, the result can be a fractal: a shape made of smaller copies of itself.
In the fractals built from transformations, the parts that repeat the whole are exact copies, each one the image of the whole shape under one of the transformations.
Start with a solid equilateral triangle with vertices at , and
The three copies together fill the triangle except for its middle quarter, an upside-down triangle. Applying all three transformations to the new shape, and again to the result, removes the middle quarter of every remaining triangle at each stage.

Each enlargement has determinant
The same fractal can be drawn without tracking whole shapes. Start from any point, choose one of the transformations at random, apply it, plot the result, and repeat thousands of times. After the first few steps the plotted points all lie on, or extremely close to, the fractal. For the Sierpinski triangle this is the "chaos game": from the current point, jump halfway towards a randomly chosen vertex of the triangle, which is exactly applying , or
YouTubeThe random method works because each transformation shrinks distances, so the effect of the starting point fades with each step. Whichever sequence of transformations is chosen, the point is soon drawn onto the one shape that the system maps onto itself.
The mathematician Michael Barnsley showed in his 1988 book Fractals Everywhere how an iterated function system of just four affine transformations draws a realistic fern, modelled on the black spleenwort. Each map has the form , and at each step one map is chosen at random with the probability given.
Map | Matrix | Vector | Probability | Part of the fern | |
|---|---|---|---|---|---|
Source: Barnsley, Fractals Everywhere (1988), as reproduced in Wikipedia, "Barnsley fern", 2025. Determinants calculated.
Plotting about 9,000 iterations of these four maps, starting at the origin, gives a fern in which every leaflet is itself a small fern.

Matrix transformations account for every feature of the picture.
is close to times a rotation matrix:
The probabilities control how evenly the points fill the shape and leave the shape itself unchanged. The map that makes the largest copy, , is chosen most often, so that the large upper part of the fern receives enough points. Changing the coefficients slightly gives ferns of other shapes, which is the sense in which small "mutations" of the numbers produce new forms. The same matrix operations, carried out in bulk by graphics processors, rotate, resize and mirror images and models in computer games and photo-editing software.
Matrix transformations appear on HL Papers 1 and 2, usually as one question of 6–18 marks, and the iterative and fractal ideas suit Paper 3. Questions write down standard matrices, find images, matrices from images, compositions and areas, describe fully a given matrix, and show that a matrix has a given form. They combine with matrix algebra (subtopic 1.14), the unit circle (subtopic 3.8), transformations of graphs (subtopic 2.8) and geometric series (subtopics 1.3 and 1.11).
The question shapes that recur are: writing the matrices of a list of moves and multiplying them in the correct order (the most common error); recognising the product as a single rotation or reflection; finding and from the images of , and
In "show that" parts, the working must move towards the given matrix, starting from the information in the question. Substituting the given matrix and checking that it works only verifies the result, and earns no marks.
Write down the matrix that represents (a) a reflection in the -axis; (b) an enlargement with scale factor 3, centre the origin. [2]
Find the image of the point under a rotation of 90° clockwise about the origin. [2]
(a) Find the matrix of the reflection in the line . (b) Hence find the image of
(a) (b)
A transformation matrix acts by , with the matrix on the left; it fixes the origin. Its first column is the image of and its second the image of .
I can find the image of a point or a set of vertices by multiplying by a matrix, with the matrix on the left.
I can write down a matrix from the images of and , and find a matrix from the images of any two points.
I can write down the matrices of stretches, enlargements, rotations and reflections, including the special reflections in the axes and in
34 exam-style questions on this subtopic, written in the style of the IB papers. The first has its markscheme open. Counted on
A transformation of the Argand plane maps each point to the point , where .
Find when .
2 marks
(M1)
Describe fully the two transformations that map to , stating the order in which they are applied.
2 marks
a rotation of (
Find the point that is mapped to .
2 marks
Mei is designing a video game. A sprite in the game is the triangle shown on the following Argand diagram, where , and represent the complex numbers
A robot arm moves in a vertical plane. Its shoulder joint is at the origin , and positions are given relative to in centimetres, with horizontal and vertically upwards.
The arm has three straight segments: from the shoulder to the elbow
The entries of the mathematics: applications and interpretation formula booklet that 3.9 uses. Each opens in the explained booklet.
Write the vertices as the columns of a matrix and multiply by , with on the left.
For example, the second column is
The image has vertices , and
Put the two objects as the columns of one matrix and their images as the columns of , in the same order. Then .
Multiply on the right by . Since ,
So . Check:
The image is . As a check, both and are from the origin, as a rotation requires, and is lower and further right, as a clockwise turn from should be.
-axis () | 90° | 180° |
45° | 90° |
−45° | −90° |
(These values are exact; a GDC shows and with no further digits.) The matrix is
The image is . Check: the midpoint of and is , which lies on , and the segment joining them has gradient , perpendicular to the mirror line.
or | horizontal or vertical stretch, scale factor |
with | rotation about | 1 |
with | reflection in a line through | −1 |
(a) The matrix has the rotation form with and , and . Both are positive, so is in the first quadrant: (0.927 radians). It is a rotation of 53.1° anticlockwise about the origin.
(b) The matrix has the reflection form with and , so and
(c) and . It is a horizontal stretch with scale factor 0.5 (the
With it is a pure translation, and with it is a matrix transformation that fixes the origin.
(a) Find and .
(b) Describe the transformation represented by .
(c) Find the image of under .
(a) The image of the origin is , so .
The first column of is , and the second is .
(b) : a rotation of 90° anticlockwise about the origin combined with an enlargement with scale factor 3, centre the origin.
(c)
Solve .
The invariant point is . Check:
Since is a rotation of 90° anticlockwise combined with an enlargement with scale factor 3, is a rotation of 90° anticlockwise and an enlargement with scale factor 3, both centred at .
(a) The matrix for 90° anticlockwise is . Move to the origin, rotate, then move back.
So .
(b)
Check with :
(a) Write down the three matrices.
(b) Find the single matrix for the whole program.
(c) Describe the single transformation represented by .
(a) With , , and :
(b) The first transformation goes on the right: . On the GDC, with the exact values entered as
(c) is the reflection in the -axis. The three moves together are equivalent to a single reflection, so if the program runs twice the drone returns to its start: .
The enlargement comes first and the reflection second, so the combined matrix is
The vertices of are , and . Check:
" followed by " is , so and .
is a rotation of 90° anticlockwise about the origin. Check:
1 |
stretch, scale factor |
enlargement, scale factor |
(a) Calculate the area of triangle .
(b) Hence find the area of the image triangle.
(a) The sides from are and . The triangle is half of the parallelogram these span, and by the same argument as for the unit square, that parallelogram has area .
(b) . The translation does not affect area.
The area scale factor is , so .
Either , giving and
So or . In both cases , so the transformation keeps the orientation of the shape.
Substitute into the equation of the object.
Simplify, and drop the primes to state the equation of the image.
The equations are and . Rearranging,
Substitute into :
The image is . Check with a point: on
so the dot is at . This agrees with the geometry: three turns of 45° make 135°, and the distance is .
(b) Eight rotations of 45° make 360°, a full turn, so the dot is back on the positive -axis. Its distance from the origin is , so it is at .
(c) The distance after applications is . Solve : . Since and , the least number is 10.
(b) Solve : . Since is just above 0.1, the least number is 9 stages.
(c) After stages there are triangles, each with side cm and so perimeter cm.
0.01 |
0 |
stem |
0.85 | 0.7241 | ever smaller leaflets up the frond |
0.07 | 0.1038 | largest left-hand leaflet |
0.07 | −0.1088 | largest right-hand leaflet |
The invariant point of solves , giving . Repeated use of draws points towards it, and it is the curled tip of the fern.
and have determinants of about and : each makes a copy with about a tenth of the area of the whole fern. The negative determinant of means that copy is reflected, so the right-hand leaflet curls the opposite way to the left-hand one.
has determinant 0, so it squashes the whole fern onto a line segment on the -axis, the base of the stem.
(a) By considering the image of , find . [2]
(b) Show that . [3]
(c) can be written as , where represents an enlargement with scale factor 2, centre . Write down , find , and describe fully the transformation represented by . [4]
(d) The sprite has an area of . Find the area of its image under . [2]
(e) Find the coordinates of the invariant point of , and hence describe as a combination of transformations about a single centre. [4]
(a) (M1)
A1
(b)
AG
(Showing that the given maps the points correctly works backwards from the answer and earns no marks.)
(c) A1
A1
rotation of 90° () anticlockwise about the origin A1
(d) (A1)
area A1
(e)
is a rotation of 90° anticlockwise and an enlargement with scale factor 2 A1
both with centre A1
Total [15]
Describe fully the transformation represented by . [4]
A transformation is given by . (a) Find the image of . (b) Find the invariant point. (c) Write down the area scale factor. [6]
A rotation of 90° anticlockwise about the origin is followed by a reflection in the line . Find the single matrix for the combined transformation and describe it fully. [4]
The point is rotated through 60° anticlockwise about the point . Find the coordinates of its image, correct to 3 significant figures. [3]
(a) A quadrilateral of area is transformed by . Find the area of its image. (b) The matrix doubles every area. Find all possible values of , correct to 3 significant figures. [7]
The curve is transformed by . Find the equation of the image curve. [3]
A logo is made of nested squares. The largest has side 12 cm, and each square is the image of the previous one under an enlargement with scale factor 0.6 (combined with a translation). (a) Find the least number of enlargements needed before a square has side less than 0.5 cm. (b) Calculate the total area of the first six squares. (c) Explain why the total area of all the squares, however many are drawn, never exceeds . [7]
, so .
(a) , : . (b) .
, since . The first column of the rotation part has and , so is in the second quadrant: (). A rotation of 135° anticlockwise about the origin and an enlargement with scale factor , centre the origin.
(a) . (b) : , so . (c) .
: a reflection in the -axis.
; rotated: ; add : .
(a) ; area . (b) : gives or ; gives or .
, , so , : .
(a) : , so 7 enlargements. (b) Areas form a geometric sequence with and : to 3 s.f. (224.51…). (c) , so the sum to infinity exists: , and every partial sum is less than this.
Standard matrices about the origin: stretches , ; enlargement ; rotation anticlockwise; reflection in : .
An affine transformation is ; the image of the origin is . About a centre : .
Invariant points satisfy ; the centre of a rotation or enlargement is its invariant point.
" followed by " is ; ; an unknown matrix is found by multiplying by an inverse on the correct side.
Area of image area of object; translations do not affect area; a negative determinant reverses orientation; a zero determinant collapses the plane onto a line.
The image of a curve is found by writing and in terms of and and substituting.
Iteration gives ; distances and areas form geometric sequences. Fractals such as the Sierpinski triangle and Barnsley's fern come from iterating several affine maps.
I can use , not , in the reflection matrix.
I can describe a matrix fully, with every detail of the transformation.
I can find and from the images of , and .
I can find an invariant point by solving .
I can rotate or enlarge about a centre other than the origin.
I can multiply matrices for a composition in the correct order and recognise the result as a single transformation.
I can use inverse matrices to find an object from its image or an unknown matrix in a composition.
I can find the area of an image with and explain why translations do not change area.
I can interpret a negative or zero determinant.
I can find the equation of the image of a line or curve.
I can use matrix powers to find points after repeated transformations and link them to geometric sequences.
I can calculate areas, numbers of pieces and perimeters at each stage of a fractal such as the Sierpinski triangle.
[2 marks]
followed by a translation of units in the positive real direction (by ) A1
Note: Accept a translation of (3 units in the negative imaginary direction) followed by the rotation. The order must be stated for the second mark.
[2 marks]
A1
[2 marks]

The game moves the sprite by multiplying the complex number of every point by a fixed complex number.
The sprite is mapped by . Find the images of and .
2 marks
Describe fully the single transformation .
2 marks
By writing , show that the transformation , where
The sprite is now mapped by . Find the image of .
2 marks
Find the area of triangle and hence find the area of its image under .
4 marks
Mei wants a single transformation that maps onto . Find in the form
(i) Find the image of under the transformation in part (f).
(ii) Hence state whether the image of the sprite is congruent to triangle . Give a reason for your answer.
2 marks
Find the length of the segment and the length of the segment .
2 marks
Find the position vector of .
2 marks
A component sits at the point . Find the distance from to .
2 marks
The forearm, made up of segments and , now rotates rigidly through anticlockwise about . The shoulder segment does not move.
Write down the matrix that represents an anticlockwise rotation of
Find the new position vector of .
3 marks
Find the distance from the new position of to .
2 marks
The gripper then moves in a straight line directly towards at a constant speed of . Find its velocity vector.
3 marks
3 marks
2 marks
1 mark