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- Newsgroups: comp.graphics.visualization
- Path: sparky!uunet!snorkelwacker.mit.edu!think.com!mips!mips!kpc!hollasch
- From: hollasch@kpc.com (Steve Hollasch)
- Subject: Re: Rotation in nD space
- Message-ID: <1992Aug19.163710.5365@kpc.com>
- Summary: Brief answer and pointer to a bit more info.
- Sender: usenet@kpc.com
- Organization: Kubota Pacific Computer, Inc.
- References: <1992Aug19.100559.13778@fwi.uva.nl>
- Date: Wed, 19 Aug 1992 16:37:10 GMT
- Lines: 59
-
- wijkstra@fwi.uva.nl (Marcel Wijkstra (AIO)) writes:
- | The question is: how do I 'rotate' an object in 4D? Or even: what is
- | rotation in 4D? I proved (I think) that true rotation of a 4D object
- | around one of the four principal axes is impossible. In other words:
- | there exists no matrix M ... that rotates a point (xyzt) around the X
- | axis over a certain angle A, such that applying MM is the same as
- | rotating over 2A. Note: such an M could exist, if you use complex
- | numbers, but I doubt if that is allowed.
- |
- | The only thing I could come up with, is to use three matrices
- |
- | 1 0 0 0 1 0 0 0 1 0 0 0
- | 0 C S 0 , 0 S 0 C and 0 1 0 0
- | 0 -S C 0 0 0 1 0 0 0 C S
- | 0 0 0 1 0 C 0 -S 0 0 -S C
- |
- | for rotations around the XT, XZ and XY plane. Extended to an nD space,
- | this approach results in (n^2 + n)/2 different rotation (n-2 D) spaces.
-
- The problem lies in the fact that because we deal with three space,
- we've fallen into the notion that rotations occur "around an axis". Think
- about the 2D case, where you can also rotate objects, but the "axis" of
- rotation doesn't lie anywhere in the two space. A better way to think of
- it is that rotations all occur parallel to a given plane. If you have an
- "axis" of rotation in three space, then the plane of rotation is the one
- perpendicular to the axis of rotation.
-
- As such, the rotation matrices for four space are given by the
- possible "Euler" plane combination for four space. In other words, given
- basis vectors X,Y,Z and W, you can rotate parallel to the XY, XZ, XW, YZ,
- YW, and ZW planes - all possible pairs of the four coordinates.
-
- So, the six basis rotation matrices for four space are:
-
- +- -+ +- -+ +- -+
- | C S 0 0 | | 1 0 0 0 | | C 0 -S 0 |
- | -S C 0 0 | | 0 C S 0 | | 0 1 0 0 |
- | 0 0 1 0 | | 0 -S C 0 | | S 0 C 0 |
- | 0 0 0 1 | | 0 0 0 1 | | 0 0 0 1 |
- +- -+ +- -+ +- -+
- XY Plane YZ Plane ZX Plane
-
-
- +- -+ +- -+ +- -+
- | C 0 0 S | | 1 0 0 0 | | 1 0 0 0 |
- | 0 1 0 0 | | 0 C 0 -S | | 0 1 0 0 |
- | 0 0 1 0 | | 0 0 1 0 | | 0 0 C -S |
- | -S 0 0 C | | 0 S 0 C | | 0 0 S C |
- +- -+ +- -+ +- -+
- XY Plane YZ Plane ZX Plane
-
- My thesis on "Four Space Visualization of 4D Objects" is available
- via anonymous FTP from swedishchef.lerc.nasa.gov, and from
- wuarchive.wustl.edu [128.252.135.4]. This goes into more detail for
- writing a wireframe 4D viewer and a 4D raytracer.
-
- ______________________________________________________________________________
- Steve Hollasch Kubota Pacific Computer, Inc.
- hollasch@kpc.com Santa Clara, California
-