To explain samoth's post a bit:

The view matrix is the inverse of the camera's world transformation. This is usually a composition of translation and rotation, perhaps a scaling. Assuming column vector matrices, this looks like so:

**C** := **T** * **R** * **S**

A decomposition of **C** into a translation **T**, rotation **R**, and scaling **S**, as shown above, is relatively easy. It is even easier if scaling is known to not appear, because then decomposition is just extraction of values.

Then the inverse is

**V** := **C**^{-1} = **S**^{-1} * **R**^{-1} * **T**^{-1}

**T***

**R***

**S**) * (

**S**

^{-1}*

**R**

^{-1}*

**T**

^{-1}) =

**T*** (

**R*** (

**S***

**S**

^{-1}) *

**R**

^{-1}) *

**T**

^{-1}=

**I**

**S**(s

_{x}, s

_{y}, s

_{z}) )

^{-1}=

**S**(1/s

_{x}, 1/s

_{y}, 1/s

_{z})

**R**)

^{-1}=

**R**

^{t}

**T**(t

_{x}, t

_{y}, t

_{z}) )

^{-1}=

**T**(-t

_{x}, -t

_{y}, -t

_{z})

**C**can be replaced by a decomposition and matrix products of usual translation, rotation, and scaling matrices.