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- Can derive the matrix for angle-axis rotation by
composing basic transformations.
- Rotation given by and .
- Assume that .
- General idea: Map onto one of the canonical axes,
rotate by , map back.
- Pick the closest axis to using
.
(Assume we chose the x-axis in the following).
- Project onto in the xz plane:
- Compute and , where
is the angle of with the x-axis.
- Use and to create :
- Rotate onto the xy plane using :
- Compute and , where
is the angle of with the x-axis.
- Use and to create :
- Rotate onto the x axis using .
- Rotate about the x-axis by : .
- Reverse z-axis rotation: .
- Reverse y-axis rotation: .
The overall transformation is
CS488/688: Introduction to Interactive Computer Graphics
University of Waterloo
Computer Graphics Lab
cs488@cgl.uwaterloo.ca