Transformation matrices of 3D objects are shown here. Especially, the rotation matrix in 3D space is shown. Rotation matrix is represented by 3-by-3 matrix, and often represented by Euler angle, quaternion, or Rodrigues' formula. Matrices which rotate 3D shapes about the x-, y-, or z-axis are also shown.
Translation

Scaling, Reverse

Rotate alpha around x axis

Rotate beta around y axis

Rotate gamma around z axis

Rotate by Euler angle: alpha, beta, gamma
Depends on rotation axes
Rotate by Roll (phi), Pitch (theta), Yaw (psi)
Depends on rotation axes
Rotate by: vector direction = rotation axis, vector length = rotation angle (Rodrigues' formula)
Unnormalized vector v=(vx,vy,vz), rotation angle theta=|v|.



For the case when theta is nearly zero.


Rotate theta around the unit vector (vx,vy,vz) (Rodrigues' formula)
Unit vector v=(vx,vy,vz), rotation angle theta.

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Rotate theta around the unit vector (nx,ny,nz)

Rotate by quaternion
Quaternion q=(q0,q1,q2,q3), where |q|=1.
