This page assumes nothing. Before you meet the pseudoinverse on the parent page, we build every symbol it uses — one brick at a time, each brick resting on the one before. We will hold off writing the pseudoinverse's own symbol until §6, once the plain inverse it copies is on the table.
We measure a matrix by its shape: A∈Rm×n means "m rows, n columns, all real numbers". Read it as out-size × in-size: it eats an n-number arrow and produces an m-number arrow.
Figure s01 — the machine picture. The violet arrow is your input x; the machine A sends it to the magenta output arrow b=Ax; the dashed orange arrow shows the moveA performed. Keep this picture in mind: everything on this page is about how (and whether) that move can be reversed.
Here is the single most useful way to read Ax=b. If A has columns c1,c2,…,cn (each column is itself an arrow), then
Ax=x1c1+x2c2+⋯+xncn.
What this says: the output b is a weighted sum of the columns, and the numbers in x are the weights. So A can only ever produce arrows you can build by mixing its columns.
Figure s02 — the reachable sheet. The magenta and violet arrows are the two columns of A. The pale orange cloud is every arrow you can build by mixing them: that cloud is the column space. The lone navy dot marked b sits off the sheet — no mix of columns reaches it, so Ax=b has no exact solution.
To say "closest" we need to measure distance. For an arrow v=(v1v2):
The symbol ∥v∥2 (length squared) drops the square root: ∥v∥2=v12+v22. We prefer the squared version because it has no ugly root, and "smallest length" and "smallest length-squared" happen at the same place.
Stacking a row v⊤ against a column w multiplies matching entries and adds them — this is the dot product:
v⊤w=v1w1+v2w2+…
Figure s03 — the right-angle test. The magenta arrow v and violet arrow w meet at a corner marked by the little orange square (the standard "right angle" symbol). Their dot product is exactly 0. Read the picture as: dot product zero ⇔ perpendicular.
On the parent page you will read "AA+ is the orthogonal projection onto the column space" (the symbol A+ is named in §6 below). It means: feeding b through A then through the fair-undo machine doesn't return b itself; it returns the shadow of b on the reachable sheet. See Orthogonal Projection for the full picture.
Recall Why "closest" and "perpendicular" are the same thing
Why is the shortest error the perpendicular one? ::: Any slanted line from b to the sheet is the hypotenuse of a right triangle whose short leg is the perpendicular drop, and a hypotenuse is always longer than a leg — so perpendicular wins.
When the machine "squishes", several different input arrows collapse onto the same output. The directions that get squished flat to zero have a name.
Why this creates many solutions. Suppose Ax0=b solves your problem. Take any nullspace arrow n (so An=0). Then
A(x0+n)=Ax0+An=b+0=b,
so x0+nalso solves it. A whole family of solutions, one per nullspace arrow! The pseudoinverse's job in this case is to pick the one shortest member of that family — see §3's minimum-norm idea.
Figure s04 — squish and shortest choice. The machine flattens the whole plane onto the magenta line (its column space); the violet dashed line is the nullspace (arrows squished to zero). All the navy dots are inputs giving the same output; the filled orange dot is the shortest one — it sits perpendicular to the nullspace, exactly the minimum-norm answer A+ returns.
A σi=0 means one direction of the ellipse got squashed flat to a point — information destroyed, and that squashed direction is exactly a nullspace direction from §7. You can undo a stretch by σi by dividing by σi… unless σi=0, because you cannot un-squash a point back into a line (there's no 1/0). That is the whole reason the SVD pseudoinverse "leaves zeros as zeros". The σi2 are the eigenvalues of A⊤A — see Eigenvalues and Eigenvectors.