Rotations: Difference between revisions

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===Angle Axis===
===Angle Axis===
Also known as axis-angle
===Rotation Vector===
===Rotation Vector===
===Euler Angles===
===Euler Angles===
===Quaternion===
===Quaternion===
See [[Quaternion]].
===Matrix===
===Matrix===
A \(3\times 3\) matrix is the most convenient form of a rotation since applying the rotation to a vector is simply a matrix multiplication.
A \(3\times 3\) matrix is the most convenient form of a rotation since applying the rotation to a vector is simply a matrix multiplication.

Revision as of 14:58, 15 October 2020

This article is about rotations in 3D space.

Representations

The most natural representation of rotations are Quaternions. However rotations can also be represented in various other forms.

Angle Axis

Also known as axis-angle

Rotation Vector

Euler Angles

Quaternion

See Quaternion.

Matrix

A \(3\times 3\) matrix is the most convenient form of a rotation since applying the rotation to a vector is simply a matrix multiplication.

Construction

This section is on converting between different forms of rotations.
How to construct a rotation.
See http://www.euclideanspace.com/maths/geometry/rotations/conversions/index.htm for a list of conversions.

Angle Axis to Matrix

Apply Wikipedia: Rodrigues' rotation formula

Suppose \(\mathbf{k}=(k_x, k_y, k_z)\) is the vector around which you want to rotate.
Let \[ \mathbf{K} = [\mathbf{k}]_\times = \begin{pmatrix} 0 & -k_z & k_y\\ k_z & 0 & -k_x\\ -k_y & k_x & 0 \end{pmatrix} \] Then our rotation matrix is: \[ \begin{equation} \mathbf{R} = \mathbf{I} + (\sin\theta)\mathbf{K} + (1-\cos\theta)\mathbf{K}^2 \end{equation} \]

Angle Axis to Quaternion

Based on http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm

\[ \begin{align} q_x &= k_x * \sin(\theta/2)\\ q_y &= k_y * \sin(\theta/2)\\ q_z &= k_z * \sin(\theta/2)\\ q_w &= \cos(\theta/2) \end{align} \]

Resources

References