You can get the final transformation matrix of TransformGroup3D and use it to calculate transformation directly.
// Create a transform group
Transform3DGroup transformGroup = new Transform3DGroup();
// Add some transformations
transformGroup.Children.Add(new TranslateTransform3D(1, 2, 3));
transformGroup.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, 1, 0), 45)));
transformGroup.Children.Add(new ScaleTransform3D(2, 2, 2));
// Get the final transformation matrix
Matrix3D finalMatrix = transformGroup.Value;
// Transform a point
Point3D originalPoint = new Point3D(1, 1, 1);
Point3D transformedPoint = finalMatrix.Transform(originalPoint);
// Transform a vector
Vector3D originalVector = new Vector3D(1, 1, 1);
Vector3D transformedVector = finalMatrix.Transform(originalVector);
// Using Transform3DGroup directly
Point3D transformedPoint2 = transformGroup.Transform(originalPoint);
Vector3D transformedVector2 = transformGroup.Transform(originalVector);
// Inverse transformation
Matrix3D inverseMatrix = finalMatrix.Inverse;
Point3D recoveredPoint = inverseMatrix.Transform(transformedPoint);