Rotation is combination of shearing and scaling

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Discussion Overview

The discussion revolves around the concept of rotation in 2D transformations, specifically exploring the idea that rotation can be represented as a combination of scaling and shear transformations. Participants seek to understand the implications and proofs of this claim within the context of linear transformations and matrix representations.

Discussion Character

  • Exploratory
  • Technical explanation
  • Mathematical reasoning

Main Points Raised

  • One participant notes that many sources claim rotation in 2D can be expressed as a combination of scaling and shear, seeking clarification and proof of this assertion.
  • Another participant explains that a rotation matrix can be represented as the product of a scaling matrix and a shear matrix, providing specific scaling and shear factors related to the angle of rotation.
  • A further elaboration includes the representation of scaling and shear matrices, suggesting that the product of these matrices results in a rotation matrix.
  • One participant questions the relevance of expressing rotation in this manner, prompting a discussion about its applications in graphical contexts, such as computer graphics and game development.
  • Examples of sources where this claim is mentioned are provided, indicating that the idea is not isolated to a single context.

Areas of Agreement / Disagreement

Participants express varying levels of understanding and relevance regarding the claim that rotation can be viewed as a combination of scaling and shear. There is no consensus on the significance or utility of this perspective, and the discussion remains exploratory with multiple viewpoints presented.

Contextual Notes

Participants reference specific mathematical representations and applications, but the discussion does not resolve the broader implications or practical applications of the claim regarding rotation.

phiby
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I have read at a lot of places that in 2D transformations rotation is a combination of scaling and simultaneous shear?

What exactly does this mean & what's the proof for this?
 
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Are you familiar with how linear tranformations are represented (one might also say "implemented") by matrices? The statement appears to be a claim that a matrix which represents a rotation can be expressed as the product of a matrix representing scaling times a matrix representing shear.
 
Stephen Tashi said:
Are you familiar with how linear tranformations are represented (one might also say "implemented") by matrices?
Yes, absolutely.

The statement appears to be a claim that a matrix which represents a rotation can be expressed as the product of a matrix representing scaling times a matrix representing shear.

For rotation of angle θ,
you could use
Scaling factors
Sx = Sy = cosθ
Shear factors
Shx = -sinθ
Shy = sinθ

This would make rotation as a combination of scaling and shear.

But I don't see what's the relevance of this. i.e. what's the point of mentioning this?

As examples of different places where I read this statement

http://docstore.mik.ua/orelly/java-ent/jfc/ch04_11.htm

http://techbase.kde.org/Development/Architecture/KDE3/Low-level_Graphics

etc etc
 
[tex]A = \begin{bmatrix}\cos\theta&0\\0&\cos\theta \end{bmatrix}[/tex]

is a scaling matrix (from a factor of 0 to 1).

[tex]B = \begin{bmatrix}1&\tan\theta\\-\tan\theta&1\end{bmatrix}[/tex]

is a (dual) shear matrix (with a distortion factor of 1 to ∞).

AB is a rotation matrix.

for some graphical applications of matrices (in computer games, for example), matrices are used to quickly manipulate objects in well-known ways (rotating, stretching to fit, shape distortion to accommodate perspective, etc.). the popular windows program "microsoft paint" illustrates how some of these are implemented (for 2-D operations, 2x2 matrices are often "block-embedded" in 3x3 matrices, so affine transformations (changing the origin), can be used as well, while maintaining linearity). the graphical "handles" or "hot spots" one sees in various kinds of graphics, are often keyed to specific linear (or affine) transformations.


linear algebra is a computer programmer's friend, and the different ways of describing different operations often depend on what particular subroutines are available in the software package.
 

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