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The representation of a rotation as a quaternion (4 numbers) is more compact than the representation as an orthogonal matrix (9 numbers). Furthermore, for a given axis and angle, one can easily construct the corresponding quaternion, and conversely, for a given quaternion one can easily read off the axis and the angle.
Spatial rotations in three dimensions can be parametrized using both Euler angles and unit quaternions. This article explains how to convert between the two representations. Actually this simple use of "quaternions" was first presented by Euler some seventy years earlier than Hamilton to solve the problem of magic squares. For this reason the ...
The group Spin(3) is isomorphic to the special unitary group SU(2); it is also diffeomorphic to the unit 3-sphere S 3 and can be understood as the group of unit quaternions (i.e. those with absolute value 1). The connection between quaternions and rotations, commonly exploited in computer graphics, is explained in quaternions and spatial rotations.
The group Spin(3) is isomorphic to the special unitary group SU(2); it is also diffeomorphic to the unit 3-sphere S 3 and can be understood as the group of versors (quaternions with absolute value 1). The connection between quaternions and rotations, commonly exploited in computer graphics, is explained in quaternions and spatial rotations.
Rotation formalisms are focused on proper (orientation-preserving) motions of the Euclidean space with one fixed point, that a rotation refers to.Although physical motions with a fixed point are an important case (such as ones described in the center-of-mass frame, or motions of a joint), this approach creates a knowledge about all motions.
In the theory of three-dimensional rotation, Rodrigues' rotation formula, named after Olinde Rodrigues, is an efficient algorithm for rotating a vector in space, given an axis and angle of rotation. By extension, this can be used to transform all three basis vectors to compute a rotation matrix in SO(3) , the group of all rotation matrices ...
Therefore, a = 0 and b 2 + c 2 + d 2 = 1. In other words: A quaternion squares to −1 if and only if it is a vector quaternion with norm 1. By definition, the set of all such vectors forms the unit sphere. Only negative real quaternions have infinitely many square roots. All others have just two (or one in the case of 0). [citation needed] [d]
where v is the rotation vector treated as a quaternion. A single multiplication by a versor, either left or right, is itself a rotation, but in four dimensions. Any four-dimensional rotation about the origin can be represented with two quaternion multiplications: one left and one right, by two different unit quaternions.