OK I tried the sample David Kroukamp showed me. Thanks, David, you pointed me to right direction. I think it is a really good snippet to lean back on.
public static BufferedImage rotateImage(Image image, int angle)
{
double sin = Math.abs(Math.sin(angle));
double cos = Math.abs(Math.cos(angle));
int originalWidth = image.getWidth(null);
int originalHeight = image.getHeight(null);
int newWidth = (int) Math.floor(originalWidth * cos + originalHeight * sin);
int newHeight = (int) Math.floor(originalHeight * cos + originalWidth * sin);
BufferedImage rotatedBI = new BufferedImage(newWidth, newHeight, BufferedImage.TRANSLUCENT);
Graphics2D g2d = rotatedBI.createGraphics();
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.translate((newWidth - originalWidth) / 2, (newHeight - originalHeight) / 2);
g2d.rotate(angle, originalWidth / 2, originalHeight / 2);
g2d.drawImage(image, 0, 0, null);
g2d.dispose();
return rotatedBI;
}
David Kroukamp's result image preview
I tested the snippet and the result image + its component's scale were really dynamic changed.
But the result component width I've got has been always a little bit wider than it's inner image was :S
For example here is my version of an image rotated in 45 degrees angle

... As I could find (on blue background) its width is not totally fit to surround white image ... Actually I was looking for some kind of standard Java Image Processing rotate solution but I couldn't find it :( so I had to dig deeper to the problem and at least figure out how to solve the 'wider effect' and avoid create new BufferedImage object every re-paint...
OK, as a reault of my research, I tried to write some kind of my rotate code adaptation. Here it is :
>tested
public static void rotateImage(Graphics g, Image image,int tilt,JComponent component)
{
// create the transform, note that the transformations happen
// in reversed order (so check them backwards)
AffineTransform at = new AffineTransform();
//5. modify component scale ...
double sin = Math.abs(Math.sin(Math.toRadians(tilt)));
double cos = Math.abs(Math.cos(Math.toRadians(tilt)));
int w=image.getWidth(null);
int h=image.getHeight(null);
int newW=(int) Math.floor(w * cos + h * sin);
int newH=(int) Math.floor(h * cos + w * sin);
component.setSize(newW, newH);
int width=component.getWidth();
int height=component.getHeight();
// 4. translate it to the center of the component
at.translate(width / 2, height / 2);
// 3. do the actual rotation
at.rotate(Math.toRadians(tilt));
// 2. just a scale because this image is big
// at.scale(1, 1);
// 1. translate the object so that you rotate it around the
// center (easier :))
at.translate(-image.getWidth(null)/2, -image.getHeight(null)/2);
// draw the image
((Graphics2D) g).drawImage(image, at, null);
}
... so the result image rotated on -30 degrees tilt looks like this

I dearly hope the tip saves ones day :)
Thank you all for help