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4.7 Linear Transformations                                                         239

                                                                              2
                                    •  The rotator Q that rotates vectors u in   counterclockwise through an
                                                                                             2
                                       angle θ, as shown in Figure 4.7.1, is a linear operator on    because the
                                       “action” of Q on u can be described by matrix multiplication in the sense
                                       that the coordinates of the rotated vector Q(u) are given by

                                                         x cos θ − y sin θ  cos θ  − sin θ  x
                                                Q(u)=                    =                     .
                                                         x sin θ + y cos θ   sin θ  cos θ   y
                                                                                         3
                                    •  The projector P that maps each point v =(x, y, z) ∈  to its orthogonal
                                       projection (x, y, 0) in the xy -plane, as depicted in Figure 4.7.2, is a linear
                                                    3
                                       operator on   because if u =(u 1 ,u 2 ,u 3 ) and v =(v 1 ,v 2 ,v 3 ), then
                                       P(αu + v)=(αu 1 +v 1 ,αu 2 +v 2 , 0)=α(u 1 ,u 2 , 0)+(v 1 ,v 2 , 0)=αP(u)+P(v).

                                                                                          3
                                    •  The reflector R that maps each vector v =(x, y, z) ∈  to its reflection
                                       R(v)=(x, y, −z) about the xy -plane, as shown in Figure 4.7.3, is a linear
                                                    3
                                       operator on   .
                                                                                  y = x
                                                                       v                      v = (x, y, z)

                                      Q(u) = (x cos θ  -  y sin θ,  x sin θ  +  y cos θ)
                                                                             P(v)
                                                       u = (x, y)
                                                θ





                                                                                               R(v) = (x, y, -z)
                                        Figure 4.7.1          Figure 4.7.2           Figure 4.7.3

                                                                                           cos θ  − sin θ
                                    •  Just as the rotator Q is represented by a matrix [Q]=         , the
                                                                                          sin θ  cos θ
                                       projector P and the reflector R can be represented by matrices
                                                                                         
                                                          100                      10      0
                                                  [P]=   010        and   [R]=    01    0  
                                                          000                      00    −1

                                       in the sense that the “action” of P and R on v =(x, y, z) can be accom-
                                       plished with matrix multiplication using [P] and [R] by writing

                                                                                          
                                           100        x       x              10     0     x        x
                                           010        y   =   y     and      01     0     y   =    y   .
                                                                                          
                                           000        z       0              00    −1     z       −z
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