This section is divided into a number of subsections, links to which are:
Parameterizing rotations and the orientation of frames is one of the important parts in 3D geometry. Describing and managing rotations in 3D space is a somewhat more difficult task, compared with the relative simplicity of rotations in the plane. We will explore two methods for dealing with rotation in two following subsections, Euler angles and quaternions.
There is a very important class of transformations known as orthogonal. They are generated by orthogonal matrices (or orthonormal matrices):
3D Rotations
Suppose that you are a pilot, such that the x-axis points to your left, the y-axis points ahead of you, and the z-axis points up. This is the coordinate frame. Then a rotation about the x-axis, denoted by φ, is called the pitch. A rotation about the y-axis, denoted by θ, is called roll. A rotation about the z-axis, denoted by ψ, is called yaw. Euler’s theorem states that any position in space can be expressed by composing three such rotations, for an appropriate choice of (φ, θ, ψ (see next section).
In 3D, rotation occurs about an axis rather than a point, with the term axis taking on its more commonplace meaning of a line about which something rotates. An axis of rotation does not necessarily have to be one of the three standard axes.
When Rotation occurs about a fixed point other than the origin, use the following three step approach:
- Move fixed point to origin,
- Rotate,
- Move fixed point back.
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The vector v∥
is the portion of v that is parallel to n:
\[ {\bf v}_{\|} = \left( {\bf v} \bullet \hat{\bf n} \right) \hat{\bf n} . \]
- The vector u⊥ is the portion of v that is perpendicular to n: \( \displaystyle {\bf v} = {\bf v}_{\|} + {\bf v}_{\perp} . \)
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The vector w is mutually perpendicular to v∥ and v⊥
and has the same length as v⊥. So
\[ {\bf w} = \hat{\bf n} \times {\bf v}_{\perp} . \]
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Verify directly that the following 3 × 3 matrices define rotation transformation along the line through the origin and the point (1, 1, 1).
- A rotation by π/6 (= 30°) is \( \displaystyle \quad \frac{1}{3} \begin{bmatrix} \left( 1 + \sqrt{3} \right) & 1 & \left( 1 - \sqrt{3} \right) \\ \left( 1 - \sqrt{3} \right) & \left( 1 + \sqrt{3} \right) & 1 \\ 1 & \left( 1 - \sqrt{3} \right) & \left( 1 + \sqrt{3} \right) \end{bmatrix} ; \)
- A rotation by π/3 (= 60°) is \( \displaystyle \quad \frac{1}{3} \begin{bmatrix} 2&2&-1 \\ -1&2&2 \\ 2&-1&2 \end{bmatrix} ; \)
- A rotation by π/2 (= 90°) is \( \displaystyle \quad \frac{1}{3} \begin{bmatrix} 1& \left( 1 + \sqrt{3} \right) & \left( 1 - \sqrt{3} \right) \\ \left( 1 - \sqrt{3} \right) & 1 & \left( 1 + \sqrt{3} \right) \\ \left( 1 + \sqrt{3} \right) & \left( 1 - \sqrt{3} \right) & 1 \end{bmatrix} ; \)
- A rotation by 2π/3 (= 120°) is \( \displaystyle \quad \begin{bmatrix} 0&1&0 \\ 0&0&1 \\ 1&0&0 \end{bmatrix} . \)
- For a given angle θ, you can write six matrices that define rotations along coordinate vectors i, −i, j, −j, k, and −k. Their inverse matrices give six more matrix expressions. Another twelve expressions are formed by putting −θ for θ. Break these twenty four matrix expressions into a separate lists so that the expressions in each list are necessarily equal but any two matrices from different lists are not equal in general. For example, R(i, θ) and (R(−j, θ))−1 are equal and so are in the same list.
- Find all 3 × 3 rotation matrices that are also diagonal.
- Show that a nonzero 3 × 3 matrix P is a rotation if and only if the rows of P have the same cross-product relation as i, j, k; for example, 1row × 2row = 3roe.
- Anton, Howard (2005), Elementary Linear Algebra (Applications Version) (9th ed.), Wiley International
- Dunn, F. and Parberry, I. (2002). 3D math primer for graphics and game development. Plano, Tex.: Wordware Pub.
- Foley, James D.; van Dam, Andries; Feiner, Steven K.; Hughes, John F. (1991), Computer Graphics: Principles and Practice (2nd ed.), Reading: Addison-Wesley, ISBN 0-201-12110-7
- Matrices and Linear Transformations
- Rogers, D.F., Adams, J. A., Mathematical Elements for Computer Graphics, McGraw-Hill Science/Engineering/Math, 1989.
- Watt, A., 3D Computer Graphics, Addison-Wesley; 3rd edition, 1999.