Transformations of Graphs
Turn up the volume on a song and its sound wave stretches taller; nudge a character across a
video game and its whole path slides sideways. Animators, sound engineers and app designers
reshape curves like this constantly — moving, stretching and flipping one basic shape instead
of rebuilding it from scratch.
Learning graphs one point at a time would take forever. The clever shortcut is this: once you
know the shape of a single curve — say y = x^2 or
y = \sin x — you can predict the graph of a whole
family of related curves just by shifting,
stretching, or reflecting the one you already know.
One known shape turns into hundreds. You never re-plot a point; you just move the picture
around. A transformation is a rule that takes the graph of
y = f(x) and rearranges it in a predictable way.
The six standard moves
Every transformation you meet is one of these six, applied to y = f(x):
-
y = f(x) + a — shift up by
a.
-
y = f(x + a) — shift left by
a (the counter-intuitive one — a plus moves it
left).
-
y = a\,f(x) — stretch vertically by factor
a (taller if a > 1).
-
y = f(ax) — stretch horizontally by factor
\tfrac{1}{a} (so a > 1 actually
squashes it).
-
y = -f(x) — reflect in the
x-axis (flip upside down).
-
y = f(-x) — reflect in the
y-axis (flip left-to-right).
There is one rule that ties them all together, and it is worth carving into your memory: a
change outside the bracket affects y and does the
obvious thing; a change inside the bracket affects
x and does the opposite of what you expect.
Starting from the graph of y = f(x):
- f(x) + a (outside) → shift up by a;
- f(x + a) (inside) → shift left by a;
- a\,f(x) (outside) → vertical stretch, factor a;
- f(ax) (inside) → horizontal stretch, factor \tfrac{1}{a};
- -f(x) (outside) → reflect in the x-axis;
- f(-x) (inside) → reflect in the y-axis.
Shift it yourself
The faint dashed curve is the base parabola y = x^2. Pull the
sliders to move it: h slides it right (inside the bracket) and
k slides it up (outside). Together they make
y = (x - h)^2 + k. Watch how the inside
h and the outside k behave
differently.
Worked examples
1. Describe how y = (x - 3)^2 + 2 transforms
y = x^2.
The (x - 3) is inside the bracket, so it acts on
x — and inside is backward, so the minus 3 shifts the
curve right by 3. The +2 is outside, so it
does the obvious thing: up by 2. Net move: right 3, up 2. The
vertex slides from (0, 0) to (3, 2).
2. Describe how y = -x^2 transforms
y = x^2.
The minus sits outside, multiplying the whole function, so it is
y = -f(x): a reflection in the
x-axis. The upward smile becomes a downward frown; every
y-value flips sign.
3. Combine two moves: sketch y = 2(x + 1)^2 from
y = x^2.
Take them one at a time. The (x + 1) is inside → backward → shift
left by 1. The \times 2 is outside → obvious →
vertical stretch by factor 2 (twice as steep). So the parabola moves one step
left and is pulled twice as tall. Its vertex ends up at (-1, 0).
Beyond parabolas: the wave family
The best thing about transformations is that they don't care which curve you start
from — the same six moves work on any known shape. Take the wave
y = \sin x, which rolls up and down between
-1 and 1. From that single wave you can
read off a whole orchestra of related graphs:
-
y = 3\sin x — outside, obvious → the wave gets three
times taller (a bigger amplitude, a louder sound).
-
y = \sin(2x) — inside, backward → the wave is
squashed to half the width, so it wiggles twice as fast (a higher pitch).
-
y = \sin x + 2 — outside → the whole wave lifts
up by 2.
You never learned any of these graphs from scratch — you transformed the one wave you
already knew. That is the entire trick, reused forever.
This is the single biggest source of transformation errors, so slow down here. Changes
inside the bracket (the ones acting on x) behave
backward:
-
y = f(x + 3) shifts left by 3 — not
right, even though you added. (Think: to get the same height the curve had at
x = 0, you now only need x = -3, so
the picture slides left.)
-
y = f(2x) compresses horizontally to half the
width — not stretches — even though you multiplied by 2.
Changes outside the bracket (acting on y) are the
friendly ones: f(x) + 3 really does go up, and
3f(x) really does stretch taller. Rule of thumb:
inside is backward, outside is honest.
Everywhere a computer draws or plays something, it is transforming a base shape. A music
synthesiser starts with one pure \sin wave and
makes every note by stretching it (higher pitch = squashed horizontally, louder = stretched
vertically) and shifting it in time. A graphics program or a
video game stores one model of a tree or a character and then shifts,
scales, and reflects it to fill a whole forest or a crowd — the same six moves you just met.
That is the real payoff: learn one shape, transform it. You never have to re-learn a
graph from scratch, and this "known curve + transformation" idea becomes the visual
foundation for understanding
functions
right through A-level and beyond.
See it explained