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Linear Algebra

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Topic: Orthonormal Matrices 289<br />

� � −b<br />

a<br />

� � a<br />

b<br />

� �<br />

x t<br />

↦−→<br />

y<br />

� �<br />

x cos θ − y sin θ<br />

x sin θ + y cos θ<br />

The second matrix above represents a reflection of the plane through the line<br />

bisecting the angle between �e1 and t(�e1). (This picture shows �e1 reflected up<br />

into the first quadrant and �e2 reflected down into the fourth quadrant.)<br />

� � a<br />

b<br />

� � b<br />

−a<br />

� �<br />

x t<br />

↦−→<br />

y<br />

� �<br />

x cos θ + y sin θ<br />

x sin θ − y cos θ<br />

Note that in this second case, the right angle from �e1 to �e2 has a counterclockwise<br />

sense but the right angle between the images of these two has a clockwise sense,<br />

so the sense gets reversed. Geometers speak of a distance-preserving map as<br />

direct if it preserves sense and as opposite if it reverses sense.<br />

So, we have characterized the Euclidean study of congruence into the consideration<br />

of the properties that are invariant under combinations of (i) a rotation<br />

followed by a translation (possibly the trivial translation), or (ii) a reflection<br />

followed by a translation (a reflection followed by a non-trivial translation is a<br />

glide reflection).<br />

Another idea, besides congruence of figures, encountered in elementary geometry<br />

is that figures are similar if they are congruent after a change of scale.<br />

These two triangles are similar since the second is the same shape as the first,<br />

but 3/2-ths the size.<br />

P1<br />

P2<br />

P3<br />

From the above work, we have that figures are similar if there is an orthonormal<br />

matrix T such that the points �q on one are derived from the points �p by �q =<br />

(kT)�v + �p0 for some nonzero real number k and constant vector �p0.<br />

Although many of these ideas were first explored by Euclid, mathematics is<br />

timeless and they are very much in use today. One application of rigid motions<br />

is in computer graphics. We can, for example, take this top view of a cube<br />

and animate it by putting together film frames of it rotating.<br />

Q1<br />

Q2<br />

Q3

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