TRANSLATION (GEOMETRY)

A translation moves every point of a figure or a space by the same amount in a given direction.

A reflection against an axis followed by a reflection against a second axis parallel to the first one results in a total motion which is a translation.

In Euclidean geometry, a 'translation' is moving every point a constant distance in a specified direction. It is one of the rigid motions (other rigid motions include rotation and reflection). A translation can also be interpreted as the addition of a constant vector to every point, or as shifting the origin of the coordinate system.
If 'v' is a fixed vector, then the translation ''T'''v' will work as ''T'''v'('p') = 'p' + 'v'.
If ''T'' is a translation, then the image of a subset ''A'' under the function ''T'' is the 'translate' of ''A'' by ''T''. The translate of ''A'' by ''T'''v' is often written ''A'' + 'v'.
In an Euclidean space, any translation is an isometry. The set of all translations form the translation group ''T'', which is isomorphic to the space itself, and a normal subgroup of Euclidean group ''E''(''n'' ). The quotient group of ''E''(''n'' ) by ''T'' is isomorphic to the orthogonal group ''O''(''n'' ):
:''E''(''n'' ) ''/ T'' ≅ ''O''(''n'' ).

Contents
Matrix representation
See also
External links

Matrix representation


Since a translation is an affine transformation but not a linear transformation, homogeneous coordinates are normally used to represent the translation operator by a matrix. Thus we write the 3-dimensional vector 'w' = (''w''''x'', ''w''''y'', ''w''''z'') using 4 homogeneous coordinates as 'w' = (''w''''x'', ''w''''y'', ''w''''z'', 1).
To translate an object by a vector 'v', each homogeneous vector 'p' (written in homogeneous coordinates) would need to be multiplied by this 'translation matrix':
: T_{mathbf{v}} =
egin{bmatrix}
1 & 0 & 0 & v_x \
0 & 1 & 0 & v_y \
0 & 0 & 1 & v_z \
0 & 0 & 0 & 1
end{bmatrix}
. !
As shown below, the multiplication will give the expected result:
: T_{mathbf{v}} mathbf{p} =
egin{bmatrix}
1 & 0 & 0 & v_x \
0 & 1 & 0 & v_y \
0 & 0 & 1 & v_z \
0 & 0 & 0 & 1
end{bmatrix}
egin{bmatrix}
p_x \ p_y \ p_z \ 1
end{bmatrix}
=
egin{bmatrix}
p_x + v_x \ p_y + v_y \ p_z + v_z \ 1
end{bmatrix}
= mathbf{p} + mathbf{v} . !
The inverse of a translation matrix can be obtained by reversing the direction of the vector:
: T^{-1}_{mathbf{v}} = T_{-mathbf{v}} . !
Similarly, the product of translation matrices is given by adding the vectors:
: T_{mathbf{u}}T_{mathbf{v}} = T_{mathbf{u}+mathbf{v}} . !
Because addition of vectors is commutative, multiplication of translation matrices is therefore also commutative (unlike multiplication of arbitrary matrices).

See also



Translation (physics)

Translational symmetry

External links



Translation Transform at cut-the-knot

Geometric Translation (Interactive Animation) at Math Is Fun

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