As a video called "The 4 Ways to Tell if a Matrix is Diagonalizable [Passing Linear Algebra]" by the YouTube channel "STEM Support" mentions, Eigenvalues and Eigenvectors are useful to create Diagonalizable Matrices.
Diagonalizable Matrices make very resource-intensive (for computers) long matrix multiplications much, much simpler.
Let's say I want to change my camera angle in a video game. I need to apply a rotation matrix to my current camera angle (camera angle being interpreted as beams of light closer to the player having larger angles than from distant objects).
Great, I applied the rotation matrix. What's the issue? Well, for around 1,000,000 pixels (estimate for average 1,000x1,000 pixel laptop), I only generated one new image from multiplying that matrix by my current camera angle, a single frame in a game that should be operating around 60 Frames Per Second (fps).
Let's say that my rotation matrix isn't the standard rotation matrix (involves sine and cosine in a 2x2 or 3x3 matrix). Let's say that I have my game only using a "camera-angle-modifying" matrix that doesn't require computing resource-intensive sines and cosines for every possible combination of player camera angle movements.
Next Camera Angle = [Transformation Matrix][Current Camera Angle Matrix]
5 Camera Angles in the Future = [Transformation Matrix]5[Current Camera Angle Matrix]
Assuming my fixed-angle view-modifying transformation matrix is
$\begin{bmatrix}1 & 2\\ 3 & 4\end{bmatrix}$
and my current camera angle is
$\begin{bmatrix}18 & 23\\ 39 & 42\end{bmatrix}$
, changing my camera angle only three times requires computing
$\begin{bmatrix}1 & 2\\ 3 & 4\end{bmatrix}^3$
$\begin{bmatrix}
18 & 23 \\
39 & 42 \\
\end{bmatrix}$
, which is computationally the same as
$\begin{bmatrix}1 & 2\\ 3 & 4\end{bmatrix}$
$\begin{bmatrix}1 & 2\\ 3 & 4\end{bmatrix}$
$\begin{bmatrix}1 & 2\\ 3 & 4\end{bmatrix}$
$\begin{bmatrix}18 & 23\\ 39 & 42\end{bmatrix}$.
$\begin{bmatrix}1 & 2\\ 3 & 4\end{bmatrix}$
$\begin{bmatrix}1 & 2\\ 3 & 4\end{bmatrix}$ =
$\begin{bmatrix}1(1)+2(3) & 1(2)+2(4)\\ 3(1)+4(3) & 3(2)+4(4)\end{bmatrix}$ =
$\begin{bmatrix}7 & 10\\ 15 & 22\end{bmatrix}$
$\begin{bmatrix}7 & 10\\ 15 & 22\end{bmatrix}$
$\begin{bmatrix}1 & 2\\ 3 & 4\end{bmatrix}$ =
$\begin{bmatrix}7(1)+10(3) & 7(2)+10(4)\\
15(1)+22(3) & 15(2)+22(4)\end{bmatrix}$ =
$\begin{bmatrix}37 & 54\\ 81 & 118\end{bmatrix}$
$\begin{bmatrix}37 & 54\\ 81 & 118\end{bmatrix}$
$\begin{bmatrix}18 & 23\\ 39 & 42\end{bmatrix}$ =
$\begin{bmatrix}37(18)+54(39) & 37(23)+54(42)\\
81(18)+118(39) & 81(23)+118(42)\end{bmatrix}$ = FinalCamAngle =
$\begin{bmatrix}2772 & 3119\\ ... & ...\end{bmatrix}$
- $\begin{bmatrix}1 & 2\\ 3 & 4\end{bmatrix}$
$\begin{bmatrix}1 & 2\\ 3 & 4\end{bmatrix}$
$\begin{bmatrix}1 & 2\\ 3 & 4\end{bmatrix}$
$\begin{bmatrix}18 & 23\\ 39 & 42\end{bmatrix}$ = FinalCamAngle =
$\begin{bmatrix}37 & 54\\ 81 & 118\end{bmatrix}$
$\begin{bmatrix}18 & 23\\ 39 & 42\end{bmatrix}$
Multiplying each of those matrices one at a time is an ugly and royal PiTA without any noticeable simplifying patterns, so let's try using a Diagonalized Transformation Matrix instead of any Transformation Matrix to apply camera angle rotations:
$\begin{bmatrix}2 & 0\\ 0 & 7\end{bmatrix}$
$\begin{bmatrix}2 & 0\\ 0 & 7\end{bmatrix}$ =
$\begin{bmatrix}2(2)+0(0) & 2(0)+0(7)\\ 0(2)+7(0) & 0(0)+7(7)\end{bmatrix}$ =
$\begin{bmatrix}2^2 & 0\\ 0 & 7^2\end{bmatrix}$
$\begin{bmatrix}2^2 & 0\\ 0 & 7^2\end{bmatrix}$
$\begin{bmatrix}2 & 0\\ 0 & 7\end{bmatrix}$ =
$\begin{bmatrix}2^2(2)+0(0) & 2(0)+0(7)\\ 0(2)+7(0) & 0(0)+7^2(7)\end{bmatrix}$
= $\begin{bmatrix}2^3 & 0\\ 0 & 7^3\end{bmatrix}$
$\begin{bmatrix}2 & 0\\ 0 & 7\end{bmatrix}$
$\begin{bmatrix}2 & 0\\ 0 & 7\end{bmatrix}$
$\begin{bmatrix}2 & 0\\ 0 & 7\end{bmatrix}$ =
$\begin{bmatrix}2^3 & 0\\ 0 & 7^3\end{bmatrix}$
- $\begin{bmatrix}2^3 & 0\\ 0 & 7^3\end{bmatrix}$
$\begin{bmatrix}18 & 23\\ 39 & 42\end{bmatrix}$ = FinalCamAngle =
$\begin{bmatrix}2^3(18) & 2^3(23)\\ 7^3(39) & 7^3(42)\end{bmatrix}$
Which matrix is a prettier (and much easier to compute) transformation matrix?
$\begin{bmatrix}37 & 54\\ 81 & 118\end{bmatrix}$ or
$\begin{bmatrix}2^3 & 0\\ 0 & 7^3\end{bmatrix}$
I'm pretty sure you said the Diagonalized Matrix.
That's why eigenvalues and eigenvectors are important. They allow the creation of diagonalizable matrices, which drastically simplify computational and time complexities.