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- Path: sparky!uunet!usna!dfr
- From: dfr@usna.navy.mil (PROF D. Rogers (EAS FAC))
- Newsgroups: comp.graphics
- Subject: Re: 3d rotation about an arbitrary axis: how?
- Message-ID: <2107@usna.NAVY.MIL>
- Date: 4 Sep 92 12:41:56 GMT
- References: <87331@netnews.upenn.edu> <1992Aug31.174635.14572@cs.UAlberta.CA> <1992Sep3.224841.23625@awdprime.austin.ibm.com>
- Sender: news@usna.NAVY.MIL
- Organization: U. S. Naval Academy
- Lines: 12
-
- >In article <1992Aug31.174635.14572@cs.UAlberta.CA>, leung@cs.UAlberta.CA (Jian-Dong Liang) writes:
- >> >I vaguely remember some kind of matrix formula for which the familiar x-,
- >> >y-, and z-rotation matrices were but special cases. Does such a
- >> >formula exist? Something about "Euler angles"...
- >>
- >> A rotation of magnitude theta around an arbitrary axis (x, y, z)
- >> corresponds to a unit quaternion q=(q0, q1, q2, q3), where
-
- Look in Chapter 3, Section 3-9, pp 121-128 of Rogers and Adams, Mathematical
- Elements for Computer Graphics, 2nd ed, McGraw-Hill 1990.
-
- Dave Rogers
-