Translation (Geometry) — Definition, Formula & Examples
A translation is a geometry transformation that slides every point of a figure the same distance in the same direction, without rotating, reflecting, or resizing it. The shape and size of the figure stay exactly the same — only its position changes.
A translation is an isometric transformation defined by a vector that maps each point in the plane to a unique image point . Because every point moves by the same vector, distances, angle measures, and orientation are all preserved.
Key Formula
Where:
- = Coordinates of any point on the original figure (pre-image)
- = Horizontal shift (positive = right, negative = left)
- = Vertical shift (positive = up, negative = down)
How It Works
To translate a figure, you add the same horizontal shift and vertical shift to every point. These shifts are described by a translation vector , where is the horizontal change and is the vertical change. A positive moves the figure right, while a negative moves it left. A positive moves it up, and a negative moves it down. After translating, the new figure (called the image) is congruent to the original (called the pre-image).
Worked Example
Problem: Triangle ABC has vertices A(1, 2), B(4, 2), and B(4, 6). Translate the triangle by the vector ⟨−3, 5⟩. Find the vertices of the image.
Step 1: Apply the translation rule to point A by adding −3 to the x-coordinate and 5 to the y-coordinate.
Step 2: Apply the same rule to point B.
Step 3: Apply the same rule to point C.
Answer: The image triangle A'B'C' has vertices A'(−2, 7), B'(1, 7), and C'(1, 11).
Another Example
Problem: Point P(−5, 3) is translated to P'(2, −1). What translation vector was used?
Step 1: Find the horizontal shift by subtracting the original x from the image x.
Step 2: Find the vertical shift by subtracting the original y from the image y.
Answer: The translation vector is ⟨7, −4⟩, meaning the point moved 7 units right and 4 units down.
Visualization
Why It Matters
Translations appear throughout middle-school and high-school geometry courses whenever you study congruence and coordinate transformations. In computer graphics and video-game design, every time a character or object moves across the screen without turning, that motion is a translation. Understanding translations also builds the foundation for combining transformations, such as glide reflections.
Common Mistakes
Mistake: Subtracting instead of adding the translation values (or mixing up the sign).
Correction: Always add the vector components: x + a and y + b. If the vector is ⟨−3, 5⟩, you add −3 (which effectively subtracts 3) to x and add 5 to y.
Mistake: Applying different shift amounts to different points of the figure.
Correction: Every single point must be shifted by the same vector. If even one point gets a different shift, the figure's shape will be distorted, and it is no longer a translation.
