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IB Math AI HL Affine Transformations — Complete Cheatsheet

Every plane-transformation skill for IB Mathematics Applications & Interpretation HL — the reflection, rotation, enlargement and stretch matrices, transforming a point or a whole shape, the determinant as area scale factor, composing transformations and the full affine map. Hand-built by an IBO-certified Singapore tutor, with a print-ready PDF to download.

Topic: Affine Transformations (Geometry & Trigonometry) Syllabus: AHL 3.9 Read time: ~9 minutes Last updated: Jul 2026

Affine transformations turn geometry into arithmetic in IB Mathematics Applications & Interpretation HL. AI treats a transformation less as an abstract map and more as a modelling tool: one $2\times2$ matrix rotates, reflects, enlarges or stretches an entire shape at once — which is exactly what computer graphics, animation and robotics do to every sprite, photo and joint on the screen. Because a calculator is always allowed, the marks live in choosing the right matrix and reading the GDC's output correctly — not in grinding the multiplication by hand.

This cheatsheet condenses the whole of AHL 3.9 — the standard transformation matrices, transforming a point or a whole shape, the determinant as area scale factor, composing transformations (order matters), inverses and the full affine map $x'=Mx+b$ — onto one page, and flags the traps that quietly cost method marks. The print-ready PDF is at the bottom, free to download.

§1 — Transformations as 2×2 matrices AHL 3.9

A linear transformation of the plane sends each point to a new point by one fixed rule, carried out by multiplying the point's position vector by a single $2\times2$ matrix $M$.

$$\begin{pmatrix}x'\\y'\end{pmatrix}=M\begin{pmatrix}x\\y\end{pmatrix},\qquad\begin{pmatrix}a&b\\c&d\end{pmatrix}\begin{pmatrix}x\\y\end{pmatrix}=\begin{pmatrix}ax+by\\cx+dy\end{pmatrix}$$

Row × column:the new $x$ uses the top row, the new $y$ the bottom row — never entry-by-entry
Reading $M$:column 1 is the image of $\begin{pmatrix}1\\0\end{pmatrix}$, column 2 the image of $\begin{pmatrix}0\\1\end{pmatrix}$
TrapMultiply the rows of the matrix against the column vector, not the columns. Silently transposing $M$ is the classic slip that produces the wrong image.
NoteEvery $2\times2$ matrix fixes the origin ($M\mathbf{0}=\mathbf{0}$), so these are rotations, reflections, enlargements or stretches about $O$. A translation is the one map that is not a matrix multiplication — that is the affine $+\,b$ term in §9.

§2 — Enlargements & stretches AHL 3.9

Scaling maps stretch the plane along the axes. They are diagonal matrices, so their action — and their determinant — is easy to read off.

Enlargement:centre $O$, factor $k$: $\begin{pmatrix}k&0\\0&k\end{pmatrix}$ — multiplies both coordinates by $k$
Horizontal stretch:factor $p$: $\begin{pmatrix}p&0\\0&1\end{pmatrix}$ (leaves $y$ unchanged)
Vertical stretch:factor $q$: $\begin{pmatrix}1&0\\0&q\end{pmatrix}$ (leaves $x$ unchanged)
Two-way stretch:$\begin{pmatrix}p&0\\0&q\end{pmatrix}$ — stretch $p$ across, $q$ up; area factor $pq$
TrickFor an enlargement just multiply both coordinates by $k$. A negative $k$ also sends the point straight through $O$ — a $180^\circ$ turn as well as a scale.
NoteAn enlargement of factor $k$ scales area by $k^2$, not $k$, because it stretches in both directions at once ($\det=k\cdot k=k^2$).

§3 — Reflections in the axes & y = x AHL 3.9

A reflection flips the plane in a mirror line through the origin. Only the coordinate measured across the mirror changes sign.

Mirror lineCoordinate mapMatrix
$x$-axis$(x,y)\mapsto(x,-y)$$\begin{pmatrix}1&0\\0&-1\end{pmatrix}$
$y$-axis$(x,y)\mapsto(-x,y)$$\begin{pmatrix}-1&0\\0&1\end{pmatrix}$
$y=x$$(x,y)\mapsto(y,x)$$\begin{pmatrix}0&1\\1&0\end{pmatrix}$
$y=-x$$(x,y)\mapsto(-y,-x)$$\begin{pmatrix}0&-1\\-1&0\end{pmatrix}$
TrickFor $y=x$ you simply swap the two coordinates; for $y=-x$ swap and negate both. For the axes, only the coordinate across the mirror flips sign.
NoteEvery reflection has $\det=-1$: area is unchanged, but the orientation is reversed (a shape and its mirror image have opposite "handedness").

§4 — Rotations about the origin AHL 3.9

An anticlockwise rotation through angle $\theta$ about $O$ has one master matrix; the quarter-turns are just special cases worth memorising.

Any angle $\theta$:$R_\theta=\begin{pmatrix}\cos\theta&-\sin\theta\\\sin\theta&\cos\theta\end{pmatrix}$ (anticlockwise; use $-\theta$ for clockwise)
Angle (anticlockwise)Coordinate mapMatrix
$90^\circ$$(x,y)\mapsto(-y,x)$$\begin{pmatrix}0&-1\\1&0\end{pmatrix}$
$180^\circ$$(x,y)\mapsto(-x,-y)$$\begin{pmatrix}-1&0\\0&-1\end{pmatrix}$
$270^\circ$$(x,y)\mapsto(y,-x)$$\begin{pmatrix}0&1\\-1&0\end{pmatrix}$
TrickTrack where $(1,0)$ lands to check your direction and signs: $R_\theta$ sends it to $(\cos\theta,\sin\theta)$, the first column. For $90^\circ$ that is $(0,1)$ — straight up, i.e. anticlockwise.
TrapKeep full GDC accuracy for $\cos\theta$ and $\sin\theta$ right to the end, then round once. Rounding $\theta$ or the entries early snowballs into a visibly wrong image.

§5 — Transforming a whole shape AHL 3.9

To transform a polygon, apply $M$ to every vertex. Stack the vertices as the columns of one matrix and multiply once — the GDC returns all the image vertices together.

All vertices at once:$M\begin{pmatrix}x_1&x_2&x_3\\y_1&y_2&y_3\end{pmatrix}=\begin{pmatrix}x_1'&x_2'&x_3'\\y_1'&y_2'&y_3'\end{pmatrix}$
x y O A B C A′ B′ C′ object image
A triangle reflected in the $y$-axis (the mirror): each vertex $(x,y)\mapsto(-x,y)$. Transform the vertices, then join them up in the same order.
TrickPut every vertex in one $2\times n$ matrix and hit multiply once on the GDC, rather than transforming points one at a time — faster and far less error-prone.
TrapThe origin maps to itself under any $2\times2$ matrix, so a vertex at $O$ stays put. If the shape is supposed to move away from $O$, you need a translation (§9), not just a matrix.

§6 — Area scale factor = |det M| AHL 3.9

The determinant of the transformation matrix is exactly the factor by which every area is multiplied.

Determinant:$\det M=ad-bc$ for $M=\begin{pmatrix}a&b\\c&d\end{pmatrix}$
Image area:$=|\det M|\times(\text{original area})$
TrapUse $ad-bc$, never $ad+bc$, and take the modulus: a negative determinant still enlarges area — the sign only tells you the orientation has flipped.
NoteIf $\det M=0$ the matrix squashes every shape flat onto a line (area $0$). It is then singular — there is no inverse and the transformation cannot be undone.

§7 — Composing transformations — order matters AHL 3.9

Doing one transformation and then another is a single transformation, given by the product of their matrices. The catch is the order.

Compose:"$P$ then $Q$" is the matrix $QP$ — the second transformation sits on the left
Area of a composite:$\det(QP)=\det Q\,\det P$, so the separate area factors multiply
Trap"First $P$ then $Q$" reads left-to-right in words but is right-to-left in symbols: $C=QP$. Because $QP\ne PQ$ in general, reversing the product gives a different — wrong — image.
NoteMultiply the separate area factors: an enlargement of factor $k$ contributes $k^2$, a reflection $|{-1}|=1$, a rotation $1$. So a rotate-then-enlarge composition scales area by $k^2$, and the rotation makes no difference to the area.

§8 — Inverses & invariant lines AHL 3.9

To reverse a transformation, apply the inverse matrix; the original point is $M^{-1}$ times the image. A few special directions survive a transformation unturned — the invariant lines — and those are the eigenvectors of $M$.

Inverse (undo it):$M^{-1}=\dfrac{1}{ad-bc}\begin{pmatrix}d&-b\\-c&a\end{pmatrix}$ — swap the diagonal, negate $b,c$, divide by $\det M$
Invariant directions:solve $\det(M-\lambda I)=\lambda^2-(\operatorname{tr}M)\lambda+\det M=0$ for the eigenvalues $\lambda$
TrickCheck an inverse by confirming $M^{-1}M=I$. The $\tfrac{1}{\det M}$ factor is essential — forgetting to divide is the most common error, and if $\det M=0$ no inverse exists.
TrapAn invariant line's direction is an eigenvector; the stretch along it is that eigenvalue $\lambda$. Don't hand back $\det M=\lambda_1\lambda_2$ (the area factor) as the linear scale factor along a line — they are different numbers.

§9 — The full affine map: adding a translation AHL 3.9

An affine transformation is a linear part (the matrix $M$) followed by a translation (the vector $b$). This is the general form behind every real image transform.

$$\begin{pmatrix}x'\\y'\end{pmatrix}=M\begin{pmatrix}x\\y\end{pmatrix}+\begin{pmatrix}e\\f\end{pmatrix}$$

Translation alone:$M=I$, so $x'=x+e,\;y'=y+f$ — a pure shift with no rotation or scaling
NoteApply the matrix first (rotate / scale / reflect about $O$), then translate. Iterating a set of these affine maps is how AI models generate fractals — the Barnsley fern is built from four such rules applied over and over.
TrapA pure translation is not a $2\times2$ matrix multiplication — it is the $+\,b$ term. That is precisely why translation is the one map that moves the origin, while every matrix transformation leaves $O$ fixed.

§10 — Exam attack plan All sections

Question cueWhat to doWatch for
"Reflect / rotate a point"Apply the standard map or matrix from §3–§4Track $(1,0)$ to check the direction and signs
"Rotate by angle $\theta$"$R_\theta=\begin{pmatrix}\cos\theta&-\sin\theta\\\sin\theta&\cos\theta\end{pmatrix}$Keep GDC accuracy; clockwise uses $-\theta$
"Transform a shape"Stack vertices as columns, multiply once$O$ stays fixed; join images in the same order
"Area after a transformation"Multiply the area by $|\det M|$Take the modulus; not the linear factor
"Single matrix for '$P$ then $Q$'"Compute $C=QP$ (second map on the left)Don't reverse the product; $QP\ne PQ$
"Area after a composition"Multiply the $|\det|$ of each transformationEnlargement gives $k^2$, not $k$
"Undo it / invariant line"$M^{-1}=\tfrac{1}{\det M}\begin{pmatrix}d&-b\\-c&a\end{pmatrix}$; eigen-directions from $\lambda^2-(\operatorname{tr}M)\lambda+\det M=0$Divide by $\det M$; $\lambda$ is the linear stretch, $\det M$ the area factor
"Includes a shift / translation"Use the affine map $x'=Mx+b$Translation isn't a matrix; it moves $O$

Worked Example — AI HL-Style Composite Transformation

Question (AI HL Paper 2 style — 8 marks)

A mobile-game studio transforms a triangular sprite using matrices. Transformation $A$ is an anticlockwise rotation of $90^\circ$ about the origin; transformation $B$ is an enlargement, centre the origin, scale factor $2$.
(a) Write down the matrix representing $A$ and the matrix representing $B$.
(b) Find the single matrix $M$ representing transformation $A$ followed by transformation $B$.
(c) The sprite is the triangle with vertices $O(0,0)$, $P(4,0)$ and $Q(0,3)$. Find the coordinates of its image under $M$.
(d) Find the area of the image triangle.

Solution

  1. (a) $A=\begin{pmatrix}0&-1\\1&0\end{pmatrix}$ (rotation $90^\circ$), $B=\begin{pmatrix}2&0\\0&2\end{pmatrix}$ (enlargement $k=2$). (A1)(A1)
  2. (b) "$A$ then $B$" is $M=BA$ — the second transformation on the left: $M=\begin{pmatrix}2&0\\0&2\end{pmatrix}\begin{pmatrix}0&-1\\1&0\end{pmatrix}=\begin{pmatrix}0&-2\\2&0\end{pmatrix}$. (M1)(A1)
  3. (c) Stack the vertices as columns and multiply once: $\begin{pmatrix}0&-2\\2&0\end{pmatrix}\begin{pmatrix}0&4&0\\0&0&3\end{pmatrix}=\begin{pmatrix}0&0&-6\\0&8&0\end{pmatrix}$, so the images are $O'(0,0)$, $P'(0,8)$, $Q'(-6,0)$. (M1)(A1)
  4. (d) $\det M=(0)(0)-(-2)(2)=4$. The original area is $\tfrac12(4)(3)=6$, so the image area $=|\det M|\times6=4\times6=\mathbf{24}$ square units. (M1)(A1)

Examiner's note: write "$A$ followed by $B$" as $BA$ — the second map on the left — even though the words read left-to-right; reversing it is the classic slip. Transforming all three vertices in one matrix product is quicker and cleaner on the GDC than three separate multiplications. For the area, use $|\det M|=4$ (the rotation's factor $1$ times the enlargement's $k^2=4$) rather than re-deriving from the image coordinates, and remember the origin is fixed, so $O$ maps to itself.

Common Student Questions

Do I write "$A$ then $B$" as $AB$ or $BA$?
As $BA$. Transformations act on a point from the right, so "do $A$, then $B$" means $B(A\mathbf{x})=(BA)\mathbf{x}$ — the second transformation is written on the left. It looks back-to-front because the words run left-to-right while the matrices run right-to-left. Build the composite as $BA$ and apply it to the point in one step.
Why does area scale by the determinant, and why is an enlargement $k^2$?
Because $|\det M|$ measures how much the matrix stretches the unit square, and every region is scaled by the same factor. An enlargement of scale factor $k$ stretches by $k$ in both directions, so its determinant is $k\times k=k^2$ — that is why area grows by $k^2$ while lengths grow by $k$. Always take the modulus: a negative determinant still enlarges area and simply flips the orientation.
Does the order of two transformations really change the result?
Yes, in general, because matrix multiplication is not commutative ($QP\ne PQ$). For example, a $90^\circ$ rotation then a reflection in the $x$-axis is a reflection in $y=-x$, whereas doing them in the opposite order gives a reflection in $y=x$ — genuinely different images. The one common exception is an enlargement centred at $O$, whose scalar matrix commutes with everything.
How do I build a transformation matrix I can't remember?
Use the fact that the columns of $M$ are the images of the unit vectors. Find where $(1,0)$ goes — that is column 1 — and where $(0,1)$ goes — that is column 2. For an anticlockwise rotation by $\theta$, $(1,0)\to(\cos\theta,\sin\theta)$ and $(0,1)\to(-\sin\theta,\cos\theta)$, which rebuilds $R_\theta$ instantly. A quick sketch of both unit vectors and their images gets you any reflection, rotation or stretch matrix.
Why can't a $2\times2$ matrix carry out a translation?
Because a matrix multiplication always fixes the origin — $M\mathbf{0}=\mathbf{0}$ — so it can rotate, reflect, enlarge or stretch about $O$ but can never shift the whole plane sideways. A translation is added on separately, giving the full affine map $x'=Mx+b$, where the vector $b$ is the shift. That extra $+\,b$ term is the only thing that can move the origin.

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