1 00:00:00,000 --> 00:00:03,455 A linear map is geometry with discipline. It can stretch, 2 00:00:03,555 --> 00:00:07,322 shear, or rotate space, but two promises never break: straight 3 00:00:07,422 --> 00:00:10,316 lines stay straight, and the origin never moves. 4 00:00:10,416 --> 00:00:13,212 Start with the standard grid and the two basis 5 00:00:13,312 --> 00:00:15,542 arrows, e one and e two. They are the 6 00:00:15,642 --> 00:00:19,508 coordinate rulers: every vector is built from these directions. 7 00:00:19,616 --> 00:00:22,448 Now add the unit square. Right now its area is 8 00:00:22,548 --> 00:00:25,762 one, and its edges align with the basis. This square 9 00:00:25,862 --> 00:00:28,948 will show us exactly what the transformation does. 10 00:00:29,050 --> 00:00:33,238 Apply the matrix A. The first basis arrow lands at the first column, 11 00:00:33,338 --> 00:00:37,590 and the second arrow lands at the second column. Columns are the map. 12 00:00:37,700 --> 00:00:40,954 Watch the full grid move at once. Cells tilt, squares 13 00:00:41,054 --> 00:00:45,448 become parallelograms, and distances change unevenly. But every row and 14 00:00:45,548 --> 00:00:49,120 column remains a family of lines - classic shear behavior. 15 00:00:49,233 --> 00:00:52,698 Notice what survives: this diagonal was a line before, and 16 00:00:52,798 --> 00:00:55,587 it is still a line after. And the origin, where 17 00:00:55,687 --> 00:00:58,661 both basis arrows start, is still pinned in place. 18 00:00:58,766 --> 00:01:02,729 The unit square became a larger parallelogram. Its area scale is 19 00:01:02,829 --> 00:01:06,220 the determinant. Here det A is one point four, so every 20 00:01:06,320 --> 00:01:09,394 tiny area patch gets multiplied by one point four. 21 00:01:09,500 --> 00:01:12,722 Now lift the idea to three dimensions. A unit cube is 22 00:01:12,822 --> 00:01:17,173 just three basis directions combined. The same linear rules still apply 23 00:01:17,273 --> 00:01:20,872 in three D: planes stay planes, and the origin stays fixed. 24 00:01:20,983 --> 00:01:24,661 When this transformed cube appears in graphics, robotics, or 25 00:01:24,761 --> 00:01:27,683 data embeddings, it is the same story: new basis 26 00:01:27,783 --> 00:01:31,587 vectors first, then every point follows by linear combination. 27 00:01:31,700 --> 00:01:34,685 That is a linear map: choose where the basis goes, 28 00:01:34,785 --> 00:01:38,512 and everything else is forced. Structure first, motion second.