The Inverse Matrix
If a matrix A moves the plane, its inverse
A^{-1} is the matrix that moves it right back. Apply one after the
other and you return to exactly where you started — the
identity:
A^{-1}A = AA^{-1} = I.
The inverse undoes A the way \tfrac13 undoes
3. It exists only when A is
invertible
— that is, when \det A \neq 0. A transformation that collapses a
dimension has thrown information away, and no matrix can bring it back.
Warp, then un-warp
Step through the stages. First the grid sits at rest. Apply A and it
stretches and skews. Then apply A^{-1} and it snaps perfectly back to
the original square grid — the round trip is the identity.
Why inverses run the world
Solving equations is inverting. To crack
A\vec{x} = \vec{b} you multiply both sides by
A^{-1} and read off \vec{x} = A^{-1}\vec{b}.
Undoing a rotation, decoding a transformation, fitting a model — all are inverse problems. The
catch is that A^{-1} only exists when nothing was crushed; the next
page shows how to actually compute it for a 2×2.