Theory of Computation & Computer Graphics — Three-Dimensional Transformation, NEC licence examination syllabus (Nepal Engineering Council).
Everything from 2D transformation returns here — just with a z-coordinate added everywhere.
Set both to 0 and the solid cube lands exactly on the dashed one — the identity again.
The reasoning is identical to 2D, one dimension along. Rotation, scaling and shear all multiply coordinates and can be written as a 3×3 matrix in 3D. Translation adds, and addition cannot be expressed as matrix multiplication — so a fourth homogeneous coordinate is appended, the offsets sit in the fourth column, and they get multiplied by that 1.
The payoff is the same too: once translation is a matrix like the others, an entire chain of transformations collapses into one matrix that can be applied to thousands of vertices. That is what makes real-time 3D graphics possible at all.Translation preserves lengths, angles, areas, volumes and orientation — a rigid transformation. Its inverse is translation by (−tx, −ty, −tz).
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