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