- Axis-Angle Rotation(Rodrigues Rotation)
It is used as a 3d rotation method that can improve the disadvantages of Euler Angle. 3D rotation is more flexible than Euler Angle.

-
-
- 𝜃 : an angle to rotate
-
-
-
1. Obtain
- Point
- Point
-
* Tip
A point
To distinguish between points and vectors, homogeneous coordinates for vectors typically have the last element as 0. This is because vectors represent directions, not positions, and a direction doesn't need a "location" in projective geometry.

* Tip
-
-
-
- Multiplying by
2. Obtain

* Tip

- 𝜃 : It determines how much of the vector aligns with
-
∴
3. Obtain

Substitute
Conclusion
-
-
Depend on
- Axis-Angle Rotation(Rodrigues Rotation) in Matrix
* Tip
When we multiply this projection matrix by
So, the matrix form
can be expressed like this.
- Cross product in Matrix
It is computed using the following determinant of a 3x3 matrix:
Where
The determinant expands as:
Calculating the Determinants:
∴ Full vector:
Substitute K to
Then,
Because of this satisfaction,
It can be
And
∴
Then, using this
and
can be changed to
In here,
∴
Conclusion
https://gaussian37.github.io/vision-concept-axis_angle_rotation/
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