Considering the point of view of square A and B, what math tranformations must be applied (either to the 3d camera or world) to transition from A to B?
I can tell that for the B viewpoint I had to move right and up, but I lack the math background to know what formulas can give me accurate values. Thanks

A way to do it is to rotate the cube around the $z$ axis, then around the $x$ axis, with a $\pi/4$ rotation angle.
It means that if we define classically the rotation matrices around these resp. axes as:
$$R_z=\begin{pmatrix}\cos(a)& -\sin(a)& 0\\ \sin(a)& \cos(a)& 0\\ 0& 0& 1\end{pmatrix} R_x=\begin{pmatrix}1& 0& 0\\ 0& \cos(b)& -\sin(b)\\ 0& \sin(b)& \cos(b)\end{pmatrix},$$
with $a=b=\pi/4$, the rotation to be applied to the cube is the following product:
$$R=R_x R_z$$
(Recall: matrices must be applied from right to left), giving:
$$R \approx \begin{pmatrix}0.7071 & -0.7071 & 0\\ 0.5000 & 0.5000 & -0.7071\\ 0.5000 & 0.5000 & 0.7071 \end{pmatrix}$$
But, if we keep $a=\pi/4$ and take different values of $b$, it will make your cube do a kind of curtsy in front of you, helping you to select the most convenient $b$.
A particular case: $b=\operatorname{acos}(1/\sqrt{3})$, gives a position with 3 identical lozenges:
$$R \approx \begin{pmatrix}0.7071 & -0.7071 & 0\\ 0.4082 & 0.4082 & -0.8165\\ 0.5774 & 0.5774 & \ \ 0.5774\end{pmatrix}$$