## #798 – Rotation Transforms Using Homogeneous Coordinates

April 15, 2013 1 Comment

You can apply a rotation transform to a 2D point using a 2 x 2 transformation, multiplying it by a 2 x 1 point matrix. This results in a second 2 x 1 point matrix that represents the transformed (rotated) point.

In WPF, however, rotation transforms are done using homogeneous coordinates, which means that we multiply a 3 x 3 transformation matrix by a 3 x 1 point matrix.

In the resulting 3 x 1 matrix, the first and second rows contain the **x** and **y** values of the transformed (rotated) point.