Transformations are represented by a 4×4 matrix and are applied using the IDirect3DDevice2::SetTransform method. For example, you could use code like this to set the view transform:
D3DMATRIX view;
// fill in the view matrix…
if ((err=lpDev->SetTransform(D3DTRANSFORMSTATE_VIEW, &view)) != D3D_OK)
return err;
The render states for setting the projection and the world transformations are D3DTRANSFORMSTATE_PROJECTION and D3DTRANSFORMSTATE_WORLD, respectively.