3D Rotations with matrices
1. Represent points as vectors¶
A 3D point is a column vector:
2. Rotation matrices¶
Each axis has a fixed matrix:
Rotate around X
Rotate around Y Rotate around Z3. Apply rotation¶
Multiply matrix × vector:
4. Combine rotations¶
You can combine multiple rotations into one matrix:
Order matters.5. Problem: translation is separate¶
Basic 3×3 matrices only handle rotation (and scaling), not translation.
So normally you'd do:
(where C is the rotation centre)