AP® Precalculus · Unit 4 · Topic 4.13

Rotation Matrices

A rotation matrix turns every point in the plane by the same angle around the origin, built entirely from cosine and sine of that angle.

A matrix spins the whole plane because it's defined by where it sends just two points: (1, 0) and (0, 1). If you decide those basis vectors land at (cos theta, sin theta) and (-sin theta, cos theta), every other point is forced to rotate by theta too, since any point (p, q) is just p times the first basis vector plus q times the second. That's the whole trick: nail down the two unit vectors, and linearity does the rest.

This gives the rotation matrix [[cos theta, -sin theta], [sin theta, cos theta]]. Multiply it by (p, q) and you get x' = p cos theta - q sin theta, y' = p sin theta + q cos theta. The columns of the matrix are literally the images of (1,0) and (0,1), which is why building rotation matrices is just a matter of knowing those two landing spots.

Rotation matrices sit next to the other matrix transformations in this unit: scaling, reflecting, shearing. What makes rotation special is that it preserves shape and size perfectly, it only changes orientation in the plane. That shows up in the determinant: for any rotation matrix, cos theta times cos theta minus (-sin theta) times sin theta equals cos2 theta + sin2 theta = 1. A determinant of 1 means areas are preserved exactly and orientation is kept, unlike a reflection or a scaling matrix whose determinant stretches or flips area.

Key terms

Rotation matrix
The matrix [[cos theta, -sin theta], [sin theta, cos theta]] that rotates every point counterclockwise by angle theta about the origin.
Unit vectors
The vectors (1,0) and (0,1); where a matrix sends them determines everything the matrix does.
Determinant
A number computed from a matrix that tells how much it scales area, equal to 1 for every rotation matrix.
Linearity
The property that a matrix's effect on any point is built from its effect on the basis vectors, scaled and added.

Watch it explained

  1. How it worksHow does the rotation matrix come from where cosine and sine send the unit vectors?
  2. Worked exampleFind the matrix that rotates the plane 90 degrees counterclockwise and apply it to (3, 1).
  3. Worked exampleFind where the point (2, 0) lands after rotating 60 degrees about the origin.
  4. Going furtherWhat happens to the determinant of a rotation matrix, and what does that say about area?

Check yourself

Your turn1 of 2
A point (7, 6) is rotated by an angle of theta (in radians) counterclockwise about the origin. Write the x-coordinate of its image, as a function of theta.

End of topic.