>[!tip] Best modeled using [[../Math/Homogeneous Coordinates|Homogeneous Coordinates]].
In graphics, typically only 3 transformations are used, [[../Math/Resize Transformation|Resize Transformation]], [[../Math/Affine Rotation|Rotation]], and [[../Math/Affine Transformations|Translations]]. All other transformations are simply [[../Math/Composition|Compositions]] of these 3 (see [[../Math/Matrix Product|Matrix Product]]).
### Scaling
$\huge \begin{align}
\text{Uniform} \rightarrow H_{\alpha} &= \mat{ \alpha & 0 & 0 \\ 0 & \alpha & 0\\0&0&1}\\
\text{NonUniform} \rightarrow H_{\alpha, \beta} &= \mat{ \alpha & 0 & 0 \\ 0 & \beta & 0\\0&0&1}
\end{align}$
> The reason for the greek is [[../Math/Homothety|Homothety]].
### Translation
$\huge
T_{\vec v} = \mat{ 1 & 0 & v_{x} \\ 0 & 1 & v_{y} \\ 0 & 0 & 1}
$
### Rotation
$\huge R_{\theta} = \mat{
\cos \theta & -\sin \theta & 0 \\
\sin \theta & \cos \theta & 0 \\
0 & 0 & 1 \\
} $
> *Where $\theta$ represents the [[Counter-Clockwise]] rotation.*