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An in-depth explanation of rotation transformations in 3d computer graphics. It covers the concepts of rotation around different axes (roll, pitch, and yaw), the need for knowing rotation angles, and the mathematical formulas for rotating a point. The document also discusses the use of homogeneous coordinates for rotation representation.
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Repositions an object along a
circular path in xy-plane
Rotation Angle θ
Rotation Point (x (^) r , y (^) r )
θ is +ve counterclockwise
rotation
θ is -ve clockwise rotation
θ is zero ?
Replacing r cos Ф with x and
r sin Ф with y, we have:
x ′ = x cos θ – y sin θ
and
y ′ = x sin θ + y cos θ
Column vector representation:
P′ = R. P
Where
θ θ
θ θ sin cos
cos sin R (^)
y
x P
'
' ' y
x P
Rotation can be about any of
the three axes:
About z-axis (i.e. in xy plane)
About x-axis (i.e. in yz plane)
About y-axis (i.e. in xz plane)
Cyclic Permutations of Coordinate Axes