Graphics Reference
In-Depth Information
Converting 2 q
·
v q :
2 q
·
v
=
2xx v +
yy v +
zz v
Therefore,
2 q
·
v q
=
2xx v +
yy v +
zz v x i
+
y j
+
z k
2 x 2
xz x v i
2 xy
yz y v j
2 xz
z 2 z v k
y 2
2 q
·
v q
=
+
xy
+
+
+
+
+
+
yz
+
2x 2 2xy 2xz
2xy 2y 2 2yz
2xz 2yz 2z 2
x v
y v
z v
2 q
·
v q
=
Converting 2s q
×
v :
i j k
xyz
x v y v z v
q
×
v
=
=
yz v
zy v i
+
zx v
xz v j
xy v
yx v k
2s q
×
v
=
2s yz v
zy v i
+
2s zx v
xz v j
2s xy v
yx v k
0
2sz 2sy
x v
y v
z v
2s q
×
v
=
2sz
0
2sx
2sy 2sx
0
Combining all three terms gives
2s 2
2x 2
1
+
2xy
2sz
2xz
+
2sy
x v
y v
z v
2s 2
2y 2
qv
¯
q
=
2xy
+
2sz
1
+
2yz
2sx
2s 2
2z 2
2xz
2sy
2yz
+
2sx
1
+
Simplifying leads to
2s 2
+
x 2
+
12 xy
sz
2xz
sy
x v
y v
z v
+
2s 2
+
y 2
qv
q
¯
=
2xy
sz
12 yz
sx
2xz
sy
2yz
+
sx
2s 2
+
z 2
1
or
1
2y 2
+
z 2
2xy
sz
2xz
+
sy
x v
y v
z v
¯
=
2xy
+
sz
1
2x 2
+
z 2
2yz
sx
qv
q
2xz
sy
2yz
+
sx
1
2x 2
+
y 2
This is an important matrix as it is used to represent quaternion operations within computer
graphics programs.
It will be interesting to see the matrix version of Example 2 above and show that it produces
an identical result. To recap, the angle is 180 , the axis is
1
2
i
+
j
 
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