The idea: every layer slides by its height

A 3D shear pushes space sideways the way you push a deck of cards lying on a table. The shear parallel to the xy-plane with amounts a and b moves each point (x, y, z) to (x + a·z, y + b·z, z). The height z never changes. A whole horizontal layer z = c slides by the same amount, c·(a, b): the layer at height 1 slides (a, b), the layer at height 2 slides twice as far, and the floor z = 0 does not move at all.

Left: a straight deck, three square layers at heights z = 0, 1 and 2 stacked exactly above each other. Right: after the shear with a = 1, b = 0 the layer at z = 0 has not moved, the layer at z = 1 has slid 1 along x and the layer at z = 2 has slid 2, each still a 1 by 1 square at its own height
With a = 1, b = 0 the layers z = 0, 1, 2 slide 0, 1 and 2 along x. Each layer moves as one piece and keeps its size.

On the canvas the blue box is a deck of two unit cubes, [0, 1] × [0, 1] × [0, 2], with light-blue "cards" between its layers z = 0, 1, 2. The grey box is the deck before the change, the purple arrows show how far the layers z = 1 and z = 2 slid, and the orange letter F on the front face leans over with the deck (Demo: a deck of cards slides by height). Turn View turns the picture about the z-axis so you can look at it from another side.

The matrix: where î, ĵ and k̂ land

The columns of a matrix are where î, ĵ and k̂ land. î = (1, 0, 0) and ĵ = (0, 1, 0) lie on the floor, at height 0, so they do not move. k̂ = (0, 0, 1) is at height 1, so it slides to (a, b, 1). That gives

S=[10a01b001],S[xyz]=[x+azy+bzz]

Row times column: with a = 1, b = ½ and the top corner v = (1, 1, 2) of the deck, row 1 gives 1·1 + 0·1 + 1·2 = 3, row 2 gives 0·1 + 1·1 + ½·2 = 2 and row 3 gives 2. The corner lands at (3, 2, 2): it slid 2·(1, ½) = (2, 1) because it sits at height 2. The point panel on the canvas works this out and flies the three sums into M·v (the black dot).

The volume stays the same: det = 1

The lower unit cube becomes a slanted box, a parallelepiped. Its base is the unit square on the floor, which did not move. Its top slid sideways but stayed at height 1. Same base, same height: the volume is still 1 (Demo: the cube becomes a parallelepiped: same volume). The determinant says the same for every solid: S is triangular, so its determinant is the product of the diagonal, 1·1·1 = 1. It is positive, so the orientation is kept too and the F is not mirrored.

Left: the unit cube with base 1 by 1 and height 1, cut into four thin horizontal slices. Right: its image under the shear with a = 1, b = ½, a slanted box whose four slices have each slid sideways by their height; the base and the height are marked 1 and the slices are the same squares
Cavalieri: every horizontal slice is the same square, only slid, so the slanted box has the same volume as the cube.

This is Cavalieri's principle: two solids whose cross-sections at every height have the same area have the same volume. A shear keeps each horizontal cross-section exactly (it only slides it), so it keeps the volume. The same slicing idea gives the volumes of cones and spheres on Volumes by Slicing.

A fixed plane, and only a plane of eigenvectors

Every point of the floor z = 0 stays exactly where it is: a·0 = b·0 = 0. So every vector in that plane is an eigenvector with λ = 1. Are there more? S − λI is triangular, so det(S − λI) = (1 − λ)³, and λ = 1 is the only eigenvalue, three times. But S − I = [0 0 a; 0 0 b; 0 0 0] sends (x, y, z) to (a·z, b·z, 0), which is 0 only for z = 0. The eigenvectors fill the floor plane and nothing else: two independent directions for an eigenvalue counted three times. There is no basis of three eigenvectors, so a shear (a or b ≠ 0) cannot be diagonalized (Demo: the floor z = 0 stays put: of three test arrows the two in the floor stay, the one above it is pushed off its line).

The floor plane z = 0 drawn in teal with two test arrows in it that do not move. A third arrow, (−1, −1, 1½), points up out of the floor; after the shear with a = b = 1 it becomes (½, ½, 1½), off its old line, drawn dashed
Arrows in the floor z = 0 stay put (λ = 1); an arrow with height slides off its line. The eigenvectors fill exactly that plane.

The inverse is −a, −b

To undo a slide of c·(a, b), slide back by the same amount: S(a, b)−1 = S(−a, −b) = [1 0 −a; 0 1 −b; 0 0 1]. Nothing was squashed (det = 1, not 0), so the shear can always be undone, and its inverse is again a shear (Demo: undo with −a, −b). Two shears by height add their amounts: S(a₂, b₂)·S(a₁, b₁) = S(a₁ + a₂, b₁ + b₂), as you can check with matrix multiplication.

Shears are row operations

Multiplying a matrix A on the left by S adds a times row 3 to row 1 and b times row 3 to row 2. These are the "add a multiple of one row to another" steps of Gaussian elimination, and each one is a shear. That is why those steps never change a determinant: each multiplies it by det S = 1. Elimination below the diagonal uses the lower-triangular shears (row 1 added to rows 2 and 3), which are the same idea with the roles of the coordinates swapped.

The one-axis shear

The simplest 3D shear moves only one coordinate by a multiple of one other: x' = x + a·y, with matrix [1 a 0; 0 1 0; 0 0 1]. It is the 2D shear matrix H(a) acting on every horizontal plane, with z carried along. Now the layers are the planes y = c, each sliding a·c along x, and the fixed plane is y = 0 (it contains î and k̂). Everything else is the same: det = 1, λ = 1 three times with a plane of eigenvectors, inverse with −a. With a = 1 the corner (1, 1, 2) lands at (2, 1, 2) (Demo: shear one axis: x + y).

What a shear keeps and what it changes

PropertyKept by S?Why
volume✓ yesdet = 1
orientation✓ yesdet > 0, the F is not mirrored
every point of the floor z = 0✓ yesa·0 = b·0 = 0
each layer z = c (size and shape)✓ yesit slides as one piece
lines, planes, parallel lines✓ yesevery linear map keeps them
lengths✗ nok̂ becomes (a, b, 1), length √(1 + a² + b²)
angles✗ nothe vertical edges of the deck tilt

See also the overview Linear Transformations, the 2D Shear Matrix and its relative the squeeze mapping (also area-preserving), Determinant, Eigenvectors and Diagonalization, Inverse Matrix, and the other 3D transforms: 3D Rotation Matrix, 3D Reflection Matrix and 3D Projection Matrix. Shears with a shift added are affine transforms, and several maps in a row are on Composing Transforms.

What the page leaves out

Only shears parallel to the xy-plane (amounts −1 to 2 in steps of ½) and the one-axis shear x + a·y are drawn. Shears parallel to other planes (PSP−1, still det = 1), the full family of elementary matrices (row swaps and row scalings, which are not shears), the fact that every rotation is a product of shears (used to rotate images and voxel grids without blurring), the Jordan form [1 1 0; 0 1 0; 0 0 1] that every such shear is similar to, and shear strain in mechanics (how materials deform under sideways forces) are not shown.

On the mind map

This page on the Linear Algebra & Complex Numbers mind map · 31 pages in 6 branches · open it to see the whole map and test yourself in recall mode.