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Rotation matrix
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=== Decomposition into shears === For the 2D case, a rotation matrix can be decomposed into three [[shear matrix|shear matrices]] ({{Harvnb|Paeth|1986}}): :<math>\begin{align} R(\theta) &{}= \begin{bmatrix} 1 & -\tan \frac{\theta}{2}\\ 0 & 1 \end{bmatrix} \begin{bmatrix} 1 & 0\\ \sin \theta & 1 \end{bmatrix} \begin{bmatrix} 1 & -\tan \frac{\theta}{2}\\ 0 & 1 \end{bmatrix} \end{align} </math> This is useful, for instance, in computer graphics, since shears can be implemented with fewer multiplication instructions than rotating a bitmap directly. On modern computers, this may not matter, but it can be relevant for very old or low-end microprocessors. A rotation can also be written as two shears and a [[squeeze mapping]] (an area preserving [[scaling (geometry)|scaling]]) ({{Harvnb|Daubechies|Sweldens|1998}}): :<math>\begin{align} R(\theta) &{}= \begin{bmatrix} 1 & 0\\ \tan\theta & 1 \end{bmatrix} \begin{bmatrix} 1 & -\sin\theta\cos\theta\\ 0 & 1 \end{bmatrix} \begin{bmatrix} \cos\theta & 0\\ 0 & \frac{1}{\cos\theta} \end{bmatrix} \end{align} </math>
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