Calculate Rotation Matrix to align Vector A to Vector B in 3d?
Clash Royale CLAN TAG#URR8PPP
up vote
86
down vote
favorite
I have one triangle in 3d space that I am tracking in a simulation. Between time steps I have the the previous normal of the triangle and the current normal of the triangle along with both the current and previous 3d vertex positions of the triangles.
Using the normals of the triangular plane I would like to determine a rotation matrix that would align the normals of the triangles thereby setting the two triangles parallel to each other. I would then like to use a translation matrix to map the previous onto the current, however this is not my main concern right now.
I have found this website http://forums.cgsociety.org/archive/index.php/t-741227.html
that says I must
- determine the cross product of these two vectors (to determine a rotation axis)
- determine the dot product ( to find rotation angle)
- build quaternion (not sure what this means)
- the transformation matrix is the quaternion as a 3 by 3 ( not sure)
Any help on how I can solve this problem would be appreciated.
linear-algebra matrices vector-spaces 3d rotations
 |Â
show 2 more comments
up vote
86
down vote
favorite
I have one triangle in 3d space that I am tracking in a simulation. Between time steps I have the the previous normal of the triangle and the current normal of the triangle along with both the current and previous 3d vertex positions of the triangles.
Using the normals of the triangular plane I would like to determine a rotation matrix that would align the normals of the triangles thereby setting the two triangles parallel to each other. I would then like to use a translation matrix to map the previous onto the current, however this is not my main concern right now.
I have found this website http://forums.cgsociety.org/archive/index.php/t-741227.html
that says I must
- determine the cross product of these two vectors (to determine a rotation axis)
- determine the dot product ( to find rotation angle)
- build quaternion (not sure what this means)
- the transformation matrix is the quaternion as a 3 by 3 ( not sure)
Any help on how I can solve this problem would be appreciated.
linear-algebra matrices vector-spaces 3d rotations
1
This may be helpful: gamedev.stackexchange.com/questions/20097/â¦
â process91
Aug 8 '12 at 21:21
6
I know it's not your main concern right now, but I suspect it will become a concern later: There's no reason to expect that after applying an arbitrary rotation aligning the normals the triangles will be related by a translation -- you'd still have to rotate around the normal to align them. Stated differently, it's not clear that aligning the normals is a good first step, since you then have to perform two separate rotations. You can get the axis of the full rotation by taking the cross-product of the changes in the differences between two pairs of vertex positions.
â joriki
Aug 9 '12 at 5:13
That is a very good point I had not even though of that
â user1084113
Aug 9 '12 at 14:23
2
@user1084113: No, that would be the cross-product of the changes in two vertex positions; I was talking about the cross-product of the changes in the differences between two pairs of vertex positions, which would be $((A-B)-(A'-B'))times((B-C)times(B'-C'))$. This gives you the axis of rotation (except if it lies in the plane of the triangle) because the translation drops out due to the differences, so this is purely the change in two different vectors due to rotation. The translation wouldn't drop out in your version.
â joriki
Aug 10 '12 at 13:51
2
@user1084113: There's no canonical answer to that question. An orientation-preserving isometry of $mathbb R^3$ can be written as a composition of a rotation and a translation (in either order), but this decomposition is not unique -- you can shift the rotation axis and compensate by performing a different translation. Thus you can only determine the direction of the axis from the data, not its position. You can choose the position arbitrarily, e.g. through the origin, and choose the translation accordingly.
â joriki
Aug 10 '12 at 14:33
 |Â
show 2 more comments
up vote
86
down vote
favorite
up vote
86
down vote
favorite
I have one triangle in 3d space that I am tracking in a simulation. Between time steps I have the the previous normal of the triangle and the current normal of the triangle along with both the current and previous 3d vertex positions of the triangles.
Using the normals of the triangular plane I would like to determine a rotation matrix that would align the normals of the triangles thereby setting the two triangles parallel to each other. I would then like to use a translation matrix to map the previous onto the current, however this is not my main concern right now.
I have found this website http://forums.cgsociety.org/archive/index.php/t-741227.html
that says I must
- determine the cross product of these two vectors (to determine a rotation axis)
- determine the dot product ( to find rotation angle)
- build quaternion (not sure what this means)
- the transformation matrix is the quaternion as a 3 by 3 ( not sure)
Any help on how I can solve this problem would be appreciated.
linear-algebra matrices vector-spaces 3d rotations
I have one triangle in 3d space that I am tracking in a simulation. Between time steps I have the the previous normal of the triangle and the current normal of the triangle along with both the current and previous 3d vertex positions of the triangles.
Using the normals of the triangular plane I would like to determine a rotation matrix that would align the normals of the triangles thereby setting the two triangles parallel to each other. I would then like to use a translation matrix to map the previous onto the current, however this is not my main concern right now.
I have found this website http://forums.cgsociety.org/archive/index.php/t-741227.html
that says I must
- determine the cross product of these two vectors (to determine a rotation axis)
- determine the dot product ( to find rotation angle)
- build quaternion (not sure what this means)
- the transformation matrix is the quaternion as a 3 by 3 ( not sure)
Any help on how I can solve this problem would be appreciated.
linear-algebra matrices vector-spaces 3d rotations
asked Aug 8 '12 at 21:03
user1084113
584169
584169
1
This may be helpful: gamedev.stackexchange.com/questions/20097/â¦
â process91
Aug 8 '12 at 21:21
6
I know it's not your main concern right now, but I suspect it will become a concern later: There's no reason to expect that after applying an arbitrary rotation aligning the normals the triangles will be related by a translation -- you'd still have to rotate around the normal to align them. Stated differently, it's not clear that aligning the normals is a good first step, since you then have to perform two separate rotations. You can get the axis of the full rotation by taking the cross-product of the changes in the differences between two pairs of vertex positions.
â joriki
Aug 9 '12 at 5:13
That is a very good point I had not even though of that
â user1084113
Aug 9 '12 at 14:23
2
@user1084113: No, that would be the cross-product of the changes in two vertex positions; I was talking about the cross-product of the changes in the differences between two pairs of vertex positions, which would be $((A-B)-(A'-B'))times((B-C)times(B'-C'))$. This gives you the axis of rotation (except if it lies in the plane of the triangle) because the translation drops out due to the differences, so this is purely the change in two different vectors due to rotation. The translation wouldn't drop out in your version.
â joriki
Aug 10 '12 at 13:51
2
@user1084113: There's no canonical answer to that question. An orientation-preserving isometry of $mathbb R^3$ can be written as a composition of a rotation and a translation (in either order), but this decomposition is not unique -- you can shift the rotation axis and compensate by performing a different translation. Thus you can only determine the direction of the axis from the data, not its position. You can choose the position arbitrarily, e.g. through the origin, and choose the translation accordingly.
â joriki
Aug 10 '12 at 14:33
 |Â
show 2 more comments
1
This may be helpful: gamedev.stackexchange.com/questions/20097/â¦
â process91
Aug 8 '12 at 21:21
6
I know it's not your main concern right now, but I suspect it will become a concern later: There's no reason to expect that after applying an arbitrary rotation aligning the normals the triangles will be related by a translation -- you'd still have to rotate around the normal to align them. Stated differently, it's not clear that aligning the normals is a good first step, since you then have to perform two separate rotations. You can get the axis of the full rotation by taking the cross-product of the changes in the differences between two pairs of vertex positions.
â joriki
Aug 9 '12 at 5:13
That is a very good point I had not even though of that
â user1084113
Aug 9 '12 at 14:23
2
@user1084113: No, that would be the cross-product of the changes in two vertex positions; I was talking about the cross-product of the changes in the differences between two pairs of vertex positions, which would be $((A-B)-(A'-B'))times((B-C)times(B'-C'))$. This gives you the axis of rotation (except if it lies in the plane of the triangle) because the translation drops out due to the differences, so this is purely the change in two different vectors due to rotation. The translation wouldn't drop out in your version.
â joriki
Aug 10 '12 at 13:51
2
@user1084113: There's no canonical answer to that question. An orientation-preserving isometry of $mathbb R^3$ can be written as a composition of a rotation and a translation (in either order), but this decomposition is not unique -- you can shift the rotation axis and compensate by performing a different translation. Thus you can only determine the direction of the axis from the data, not its position. You can choose the position arbitrarily, e.g. through the origin, and choose the translation accordingly.
â joriki
Aug 10 '12 at 14:33
1
1
This may be helpful: gamedev.stackexchange.com/questions/20097/â¦
â process91
Aug 8 '12 at 21:21
This may be helpful: gamedev.stackexchange.com/questions/20097/â¦
â process91
Aug 8 '12 at 21:21
6
6
I know it's not your main concern right now, but I suspect it will become a concern later: There's no reason to expect that after applying an arbitrary rotation aligning the normals the triangles will be related by a translation -- you'd still have to rotate around the normal to align them. Stated differently, it's not clear that aligning the normals is a good first step, since you then have to perform two separate rotations. You can get the axis of the full rotation by taking the cross-product of the changes in the differences between two pairs of vertex positions.
â joriki
Aug 9 '12 at 5:13
I know it's not your main concern right now, but I suspect it will become a concern later: There's no reason to expect that after applying an arbitrary rotation aligning the normals the triangles will be related by a translation -- you'd still have to rotate around the normal to align them. Stated differently, it's not clear that aligning the normals is a good first step, since you then have to perform two separate rotations. You can get the axis of the full rotation by taking the cross-product of the changes in the differences between two pairs of vertex positions.
â joriki
Aug 9 '12 at 5:13
That is a very good point I had not even though of that
â user1084113
Aug 9 '12 at 14:23
That is a very good point I had not even though of that
â user1084113
Aug 9 '12 at 14:23
2
2
@user1084113: No, that would be the cross-product of the changes in two vertex positions; I was talking about the cross-product of the changes in the differences between two pairs of vertex positions, which would be $((A-B)-(A'-B'))times((B-C)times(B'-C'))$. This gives you the axis of rotation (except if it lies in the plane of the triangle) because the translation drops out due to the differences, so this is purely the change in two different vectors due to rotation. The translation wouldn't drop out in your version.
â joriki
Aug 10 '12 at 13:51
@user1084113: No, that would be the cross-product of the changes in two vertex positions; I was talking about the cross-product of the changes in the differences between two pairs of vertex positions, which would be $((A-B)-(A'-B'))times((B-C)times(B'-C'))$. This gives you the axis of rotation (except if it lies in the plane of the triangle) because the translation drops out due to the differences, so this is purely the change in two different vectors due to rotation. The translation wouldn't drop out in your version.
â joriki
Aug 10 '12 at 13:51
2
2
@user1084113: There's no canonical answer to that question. An orientation-preserving isometry of $mathbb R^3$ can be written as a composition of a rotation and a translation (in either order), but this decomposition is not unique -- you can shift the rotation axis and compensate by performing a different translation. Thus you can only determine the direction of the axis from the data, not its position. You can choose the position arbitrarily, e.g. through the origin, and choose the translation accordingly.
â joriki
Aug 10 '12 at 14:33
@user1084113: There's no canonical answer to that question. An orientation-preserving isometry of $mathbb R^3$ can be written as a composition of a rotation and a translation (in either order), but this decomposition is not unique -- you can shift the rotation axis and compensate by performing a different translation. Thus you can only determine the direction of the axis from the data, not its position. You can choose the position arbitrarily, e.g. through the origin, and choose the translation accordingly.
â joriki
Aug 10 '12 at 14:33
 |Â
show 2 more comments
19 Answers
19
active
oldest
votes
up vote
73
down vote
accepted
Suppose you want to find a rotation matrix $R$ that rotates unit vector $a$ onto unit vector $b$.
Proceed as follows:
Let $v = a times b$
Let $s = |v|$ (sine of angle)
Let $c = a cdot b$ (cosine of angle)
Then the rotation matrix R is given by:
$$R = I + [v]_times + [v]_times^2frac1-cs^2,$$
where $[v]_times$ is the skew-symmetric cross-product matrix of $v$,
$$[v]_times stackrelrm def= beginbmatrix
,,0 & !-v_3 & ,,,v_2\
,,,v_3 & 0 & !-v_1\
!-v_2 & ,,v_1 &,,0
endbmatrix.$$
The last part of the formula can be simplified to
$$
frac1-cs^2 = frac1-c1-c^2 = frac11+c,
$$
revealing that it is not applicable only for $cos(angle(a, b)) = -1$, i.e., if $a$ and $b$ point into exactly opposite directions.
3
I confirm that this works and gives answers identical to those in my answer.
â Kuba Ober
Aug 14 '14 at 22:46
I tried to implement this, however I am getting an issue when the cross products is 0.
â user2970916
Jan 14 '15 at 14:40
cross product can't be 0 because a and b are unit vectors
â Julien__
May 23 '15 at 22:45
2
@Julien__ what if a == b?
â Jerem
May 30 '15 at 12:22
2
Indeed... I forgot that case. In that case v = 0 and the formula gives R = I. So here is a better answer : when the cross product is 0, R = I
â Julien__
May 31 '15 at 13:08
 |Â
show 8 more comments
up vote
32
down vote
Using Kjetil's answer answer, with process91's comment, we arrive at the following procedure.
Derivation
We are given two unit column vectors, $A$ and $B$ ($|A|=1$ and $|B|=1$). The $|circ|$ denotes the L-2 norm of $circ$.
First, note that the rotation from $A$ to $B$ is just a 2D rotation on a plane with the normal $A times B$. A 2D rotation by an angle $theta$ is given by the following augmented matrix:
$$G=beginpmatrix
costheta & -sintheta & 0 \
sintheta & costheta & 0 \
0 & 0 & 1
endpmatrix.$$
Of course we don't want to actually compute any trig functions. Given our unit vectors, we note that $costheta=Acdot B$, and $sintheta=||Atimes B||$. Thus
$$G=beginpmatrix
Acdot B & -|Atimes B| & 0 \
|Atimes B| & Acdot B & 0 \
0 & 0 & 1endpmatrix.$$
This matrix represents the rotation from $A$ to $B$ in the base consisting of the following column vectors:
normalized vector projection of $B$ onto $A$: $$u==A$$
normalized vector rejection of $B$ onto $A$: $$v=$$
the cross product of $B$ and $A$: $$w=B times A$$
Those vectors are all orthogonal and normal, and form an orthonormal basis. This is the detail that Kjetil had missed in his answer.
The basis change matrix for this basis is:
$$F=beginpmatrixu & v & w endpmatrix^-1=beginpmatrix A & & B times Aendpmatrix^-1$$
Thus, in the original base, the rotation from $A$ to $B$ can be expressed as right-multiplication of a vector by the following matrix: $$U=F^-1G F.$$
One can easily show that $U A = B$, and that $|U|_2=1$. Also, $U$ is the same as the $R$ matrix from Rik's answer.
2D Case
For the 2D case, given $A=left(x_1,y_1,0right)$ and $B=left(x_2,y_2,0right)$, the matrix $G$ is the forward transformation matrix itself, and we can simplify it further. We note
$$beginaligned
costheta &= Acdot B = x_1x_2+y_1y_2 \
sintheta &= | Atimes B| = x_1y_2-x_2y_1
endaligned$$
Finally,
$$Uequiv G=beginpmatrix
x_1x_2+y_1y_2 & -(x_1y_2-x_2y_1) \
x_1y_2-x_2y_1 & x_1x_2+y_1y_2
endpmatrix$$
and
$$U^-1equiv G^-1=beginpmatrix
x_1x_2+y_1y_2 & x_1y_2-x_2y_1 \
-(x_1y_2-x_2y_1) & x_1x_2+y_1y_2
endpmatrix$$
Octave/Matlab Implementation
The basic implementation is very simple. You could improve it by factoring out the common expressions of dot(A,B)
and cross(B,A)
. Also note that $||Atimes B||=||Btimes A||$.
GG = @(A,B) [ dot(A,B) -norm(cross(A,B)) 0;
norm(cross(A,B)) dot(A,B) 0;
0 0 1];
FFi = @(A,B) [ A (B-dot(A,B)*A)/norm(B-dot(A,B)*A) cross(B,A) ];
UU = @(Fi,G) Fi*G*inv(Fi);
Testing:
> a=[1 0 0]'; b=[0 1 0]';
> U = UU(FFi(a,b), GG(a,b));
> norm(U) % is it length-preserving?
ans = 1
> norm(b-U*a) % does it rotate a onto b?
ans = 0
> U
U =
0 -1 0
1 0 0
0 0 1
Now with random vectors:
> vu = @(v) v/norm(v);
> ru = @() vu(rand(3,1));
> a = ru()
a =
0.043477
0.036412
0.998391
> b = ru()
b =
0.60958
0.73540
0.29597
> U = UU(FFi(a,b), GG(a,b));
> norm(U)
ans = 1
> norm(b-U*a)
ans = 2.2888e-16
> U
U =
0.73680 -0.32931 0.59049
-0.30976 0.61190 0.72776
-0.60098 -0.71912 0.34884
Implementation of Rik's Answer
It is computationally a bit more efficient to use Rik's answer. This is also an Octave/MatLab implementation.
ssc = @(v) [0 -v(3) v(2); v(3) 0 -v(1); -v(2) v(1) 0]
RU = @(A,B) eye(3) + ssc(cross(A,B)) +
ssc(cross(A,B))^2*(1-dot(A,B))/(norm(cross(A,B))^2)
The results produced are same as above, with slightly smaller numerical errors since there are less operations being done.
Matlab notation for Rik's Implementation:function R=fcn_RotationFromTwoVectors(A, B) v = cross(A,B); ssc = [0 -v(3) v(2); v(3) 0 -v(1); -v(2) v(1) 0]; R = eye(3) + ssc + ssc^2*(1-dot(A,B))/(norm(v))^2;
â phyatt
Aug 20 '15 at 21:55
@phyatt Doesn't the lambda syntax work in Matlab, too?
â Kuba Ober
Aug 20 '15 at 22:16
I've used lamdas in other languages, and I haven't seen it in use in the Matlab projects... and sure enough, its there. mathworks.com/help/matlab/matlab_prog/anonymous-functions.html Thanks @KuberOber.
â phyatt
Aug 20 '15 at 22:21
Rik's answer doesn't work if a == b, does your answer work in this case?
â Ruts
Nov 10 '15 at 8:53
@Ruts It can't work, since you can't normalize a zero-length vectora-dot(a,a)*a
. You have to check fora==b
first :)
â Kuba Ober
Nov 10 '15 at 17:06
 |Â
show 4 more comments
up vote
6
down vote
At the top of my head (do the checking yourself)
Let the given vectors in $R^3$ be $A$ and $B$, for simplicity assume they have norm 1, and assume they are not identical. Define $C$ as the cross product of $A$ and $B$. We want an orthogonal matrix $U$ such that $UA=B$ and $UC=C$.
First change bases, to the new base $(U_1,u_2,u_3)=(A,B,C)$. In this new basis the matrix doing the job is simply $G=left(beginsmallmatrix 0&1&0\1&0&0\0&0&1endsmallmatrixright)$. Then we need the basis shift matrix, to the new basis. Write the coordinates of the vectors in the old base as simply $A=(a_1,a_2,a_3), B=(b_1,b_2,b_3), C=(c_1,c_2,c_3)$. Then the basis shift matrix can be seen to be $left( beginsmallmatrix a_1&b_1&c_1\a_2&b_2&c_2\a_3&b_3&c_3 endsmallmatrixright)^-1$. The result is now simply $U=F^-1 G F$, which is an orthogonal matrix rotating $A$ into $B$.
Actually, I think there may be further trouble - your matrix $U$ is only guaranteed to be orthogonal if $F$ is, which is only the case if $A$ and $B$ are orthogonal. In other instances, the angles of various other vectors to which $U$ is applied may be stretched or compressed.
â process91
Aug 9 '12 at 19:21
Your thought process is a good one, though - don't give up on it yet! I think there is a solution this way if you consider different original basis vectors which still have an easily represented form of $A$ and $B$. You could, for instance, choose the projection of $A$ on $B$, the rejection of $A$ on $B$, and $A times B$.
â process91
Aug 9 '12 at 19:50
2
Just so that people aren't derailed: this answer doesn't work as-is, one has to take process91's comments into account. +1 since it provided valuable inspiration.
â Kuba Ober
Aug 14 '14 at 22:26
add a comment |Â
up vote
4
down vote
The MATLAB code for any dimension greater than one is
u = a/norm(a); % a and b must be column vectors
v = b/norm(b); % of equal length
N = length(u);
S = reflection( eye(N), v+u ); % S*u = -v, S*v = -u
R = reflection( S, v ); % v = R*u
where
function v = reflection( u, n ) % Reflection of u on hyperplane n.
%
% u can be a matrix. u and v must have the same number of rows.
v = u - 2 * n * (n'*u) / (n'*n);
return
See this for background on how this works.
add a comment |Â
up vote
3
down vote
The quaternion is a 4-dimensional complex number:
http://en.wikipedia.org/wiki/Quaternion
used to describe rotations in space. A quaternion (like a complex number) has a polar representation involving the exponential of the arguments (rotations), and a magnetude multiplier. Building the quaternion comes from the cross product (the product of the complex components), which will give you the argument in those 3 dimensions, you'll then get a number from that in the form A+Bi+Cj+Dk, and write it out in the matrix form described in the article there.
An easier way would be to simply fingure out what your original vectors are in the 4-space, and take the appropriate inverse operations to get your resultant quaternion (without going through the dot/cross product steps) but that requires a good foundation in hypercomplex algebra.
1
Just to be clear: from the article, the dot product will be your scalar part, and the cross product the vector part, so with dot product: x and scalar product iy + jz + ka the quaternion q would be q = x +iy +jz +ka.
â Vilid
Aug 8 '12 at 21:51
Not exactly. If the dot product is a, and the cross product is (x, y, z), it would be cos(a/2) + (x * sin(a/2))i + (y * sin(a/2))j + ( z * sin(a/2))k. Rotation quaternions are unitary.
â Jeff
Jul 19 '13 at 2:33
add a comment |Â
up vote
3
down vote
Use Rodrigues' rotation formula (See the section "Conversion to rotation matrix"). $costheta$ is the dot product of the normalised initial vectors and $sintheta$ can be determined from $sin^2theta + cos^2theta =1$
I don't think $sin theta$ can be determined in that way. There is sign ambiguity. (If it weren't so, then we'd get the same rotation matrix for going from $a$ to $b$ and viceversa.)
â leonbloy
Aug 8 '17 at 23:59
add a comment |Â
up vote
3
down vote
Rodrigues's rotation formula gives the result of a rotation of a vector $a$ around a rotation axis $k$ by the angle $theta$. We can make use of this by realizing that, to rotate a unit vector $a$ into $b$, we simply need to rotate $a$ by $pi$ around $(a+b)/2$. With this, one gets the beautiful
$$
R = 2 frac(a+b)(a+b)^T(a+b)^T(a+b) - I.
$$
I can confirm that this works. Checked using Wolfram Mathematica that $Rcdot a=b$ with the assumptions that $||a||=||b||=1$.
â Ruslan
Apr 28 at 19:30
It might be instructive to note that another way of thinking (that of course leads to a very similar result) are Householder reflections
â Bort
May 10 at 19:24
add a comment |Â
up vote
2
down vote
Here is a Matlab function that can be used to calculated the rotation from one vector to another.
Example 1:
>> v1=[1 2 3]';
>> v2=[4 5 6]';
>> fcn_RotationFromTwoVectors(v1, v2)
ans =
0.9789 0.0829 0.1870
-0.0998 0.9915 0.0829
-0.1785 -0.0998 0.9789
Example 2:
>> v1=[1 2 0]';
>> v2=[3 4 0]';
>> fcn_RotationFromTwoVectors(v1, v2)
ans =
0.9839 0.1789 0
-0.1789 0.9839 0
0 0 1.0000
Function:
function R=fcn_RotationFromTwoVectors(v1, v2)
% R*v1=v2
% v1 and v2 should be column vectors and 3x1
% 1. rotation vector
w=cross(v1,v2);
w=w/norm(w);
w_hat=fcn_GetSkew(w);
% 2. rotation angle
cos_tht=v1'*v2/norm(v1)/norm(v2);
tht=acos(cos_tht);
% 3. rotation matrix, using Rodrigues' formula
R=eye(size(v1,1))+w_hat*sin(tht)+w_hat^2*(1-cos(tht));
function x_skew=fcn_GetSkew(x)
x_skew=[0 -x(3) x(2);
x(3) 0 -x(1);
-x(2) x(1) 0];
add a comment |Â
up vote
2
down vote
As you read from the thread: http://forums.cgsociety.org/archive/index.php/t-741227.html
Note that this will not align all 3 axes of the teapots, only the Z axis. We have no knowledge of the full orientation of the teapots in space, only know where the Z are pointing at. theTM will be the value you are looking for.
There is NO unique Matrix that could rotate one unit vector to another. Simply because the solution to 3 equations with 9 arguments does not unique.
Since you have the plane (not only the normal vector), a way to find a unique rotation matrix between two coordinate system would be: do the non-unique rotation twice!
That is
- Find a orthogonal vector in the same plane of interest with A and B respectively. Say $A_o bot A$ in the original plane and $B_o bot B$ in the target plane.
- use previous answers: This or this to find the rotation matrix within the $Atimes B$ plane. Assume matrix is $U_AB$
- Apply the matrix $U_AB$ to $A_o$ result in a new $B'_o=U_ABA_o$.
- This $B'_o$ can be used as one of the new inputs to the same rotation funtion from the previous answers together with $B_o$. Another rotation matrix $U_B'B$ is calculated in $B'times B$ plane.
- Since $B'times B$ plane is perpendicular to $A$, $U_B'B$ would not influence the transform of $Ato B$. i.e. $B=U_ABA=U_B'BU_ABA$. and the final coordinate transform matrix should be $U=U_B'BU_AB$
- consider yourself for corner cases. :)
validate:
function:
% Implementation of Rik's Answer:
ssc = @(v) [0 -v(3) v(2); v(3) 0 -v(1); -v(2) v(1) 0];
RU = @(A,B) eye(3) + ssc(cross(A,B)) + ...
ssc(cross(A,B))^2*(1-dot(A,B))/(norm(cross(A,B))^2);
Test:
> a=[1 0 0]'; b=[0 1 0]';
> ao=[0 1 0]'; bo=[-sqrt(2)/2,0,sqrt(2)/2]';
> Uab = RU(a,b);
> Ucd = RU(Uab*ao,bo);
> U = Ucd*Uab;
> norm(b-U*a) % does Ucd influence a to b?
ans = 0
> norm(bo-U*ao) % does Ucd influence a-orthogonal and b-orthogonal?
ans = 0
> U
U =
0 -0.7071 0.7071
1.0000 0 0
0 0.7071 0.7071
Please, use Latex.
â Mithlesh Upadhyay
Jul 15 '16 at 9:21
@MithleshUpadhyay I don't get it? I feel somewhat difficult when editing answers but I did use some LaTeX for equations. They looks nice on my screen. Is there anything I can do better? If there are tricks and tips I'm willing to hear from you.
â Kangqiao Zhao
Jul 19 '16 at 11:47
add a comment |Â
up vote
1
down vote
You can easily do all this operation using the Vector3 library.
The following four steps worked for me.
Vector3 axis = Vector3.CrossProduct(v1, v2);
if (axis.Magnitude != 0)
axis.Normalize();
Vector3D vAxis = new Vector3D(axis.X, axis.Y, axis.Z);
Matrix3D m = Matrix3D.Identity;
Quaternion q = new Quaternion(vAxis, AngleFromZaxis);
m.RotateAt(q, centerPoint);
MatrixTransform3D mT = new MatrixTransform3D(m);
group.Children.Add(mT);
myModel.Transform = group;
1
You use an undeclared variable AngleFromZaxis in your example there. And group. Hmm this code is a bit of a mess unfortunately.
â Andrew Hundt
Apr 30 '15 at 21:39
add a comment |Â
up vote
1
down vote
General solution for n dimensions in matlab / octave:
%% Build input data
n = 4;
a = randn(n,1);
b = randn(n,1);
%% Compute Q = rotation matrix
A = a*b';
[V,D] = eig(A'+A);
[~,idx] = min(diag(D));
v = V(:,idx);
Q = eye(n) - 2*(v*v');
%% Validate Q is correct
b_hat = Q'*a*norm(b)/norm(a);
disp(['norm of error = ' num2str(norm(b_hat-b))])
disp(['eigenvalues of Q = ' num2str(eig(Q)')])
add a comment |Â
up vote
1
down vote
You could say you are looking for a transformation between two orthonormal bases:
$$
M*[veci,vecj,veck]=[veci',vecj',veck']
$$
where
- $veci$ and $veci'$ are the two vectors in question ("from" and "to")
and the missing parts can be picked in a way which suits the purpose:
- $vecj=vecj'=fracvecitimesveci'$, the axis of rotation, which is left in place and is orthogonal to the $veci,veci'$ plane (and has to be normalized)
- $veck=vecitimesvecj, veck'=veci'timesvecj'$, because you need a pair of 3rd vectors for completing the bases.
Since $[veci,vecj,veck]$ is an orthogonal matrix, there is no need for 'real' inversion and the transformation is
$$
M=[veci',vecj',veck']*[veci,vecj,veck]^T
$$
Except when $veci,veci'$ do not stretch a plane (and thus $||vecitimesveci'||=0$). This calculation will not produce $I$, e.g. dies on both $veci=veci'$ and $veci=-veci'$
Disclaimer: Sorry about the necro, and especially for the partial repeat: I see Kjetil's answer, but I simply do not understand what and why that skewed matrix is doing there, and while Kuba's answer says it builds on Kjetil's, it introduces trigonometry on top of that, slightly defeating the idea (of course I understand that the trigonometric part is expressed with dot/cross products at the end)
Plus this was my first time with LaTeX, I feel $veci~veci'$ look a bit too similar, but $veci~veci'$ is just plain ugly. And writing that fraction properly is way above me.
add a comment |Â
up vote
0
down vote
Here's how to find the transformation from one triangle to another.
First triangle has vertices $a,b,c$ and normal $n$ and second triangle has vertices $a',b',c'$ and normal $n'$.
First we will find transformation $f(x)=Mx+t$ from reference triangle to the first triangle and another transformation $g(x)=M'x+t'$ from reference triangle to the second triangle. Then the transformation mapping first triangle to the second is $$T(x) = g(f^-1(x)) = M'(M^-1(x-t)) + t' = Rx + s$$
where $R = M'M^-1$ and $s = -M'M^-1t + t'$.
As the reference triangle we will use triangle with vertices $(0,0,0),(1,0,0),(0,1,0)$ and normal $(0,0,1)$
Then:
$$M = [ b-a, c-a, n]$$
$$t = a $$
$$M' = [ b'-a', c'-a', n' ] $$
$$t' = a' $$
You have to be cautious and give vertices $a,b,c$ and $a',b',c'$ in right order. This has to satisfy $((b-a)times (c-a))cdot n > 0$ and the same for second triangle.
If those two triangles are not the same then matrix $R$ will not be orthogonal. But we can find isometry which maps one triangle to the another as close as possible in some sense. For this you can use Kabsch algorithm which is well explained here.
add a comment |Â
up vote
0
down vote
This is an interesting problem. It guarantees that you rotate the unit vector $a$ to coincide with $b$. Still it would not be enough to rotate a rigid body to make it coincide with another. I will post an example of this below but first let me point a few important references. @glennr correctly pointed out the Rodrigues rotation formula . Note that this formula is the same as the one shown by @Jur var den vec here. The scaling factors are due to normalization of the cross and dot products since the vector $v$ in the Wikipedia website (here $a$) is arbitrary and here $a$ is unit. The Wikipedia page only requires vector manipulations (need to be good at taking cross products). Here is an elegant proof that does not depend too much on geometrical constructions but it requires simple linear ordinary differential equations for matrices, in addition to the cross product representation as a matrix operator. The final reference is the most complete document that I have found on this topic. It is titled ROTATION: A review of useful theorems involving proer orthogonal matries referenced to three dimensional physical space.
Now, for an example . This stack exchange link is about a question I posted on the rotation of a tetrahedron. I found and answer to my question by two consecutive rotations of matrices. The apex of the tetrahedron was at $(0,0,sqrt(3))$ and I wanted it to be at $(-1,-1,1)$.
Of course I wanted to verify that all vertices were rotated to their correct place and the product of matrices:
begineqnarray Y = left ( beginarrayccc cos alpha &
-sin alpha & 0 \ sin alpha & cos alpha & 0 \
0 & 0 & 1 endarray right )
= left ( beginarrayccc fracsqrt22 & -fracsqrt22 & 0 \ fracsqrt22 & fracsqrt22 & 0 \
0 & 0 & 1 endarray right )
endeqnarray
and
begineqnarray P = left (
beginarrayccc cos theta & 0 & -sin theta \ 0 & 1 & 0
\ sin theta & 0 & cos theta endarray right )
= left ( beginarrayccc fracsqrt33 & 0 & -fracsqrt2sqrt3 \
0 & 1 & 0 \ fracsqrt2sqrt3 & 0 & fracsqrt33 \ endarray right )
endeqnarray
That is the matrix:
begineqnarray*
frac16 left (
beginarrayccc
sqrt6 & -3sqrt2 & - 2 sqrt3 \
sqrt6 & 3 sqrt2 & -2 sqrt3 \
2 sqrt6 & 0 & 2 sqrt3
endarray
right )
endeqnarray*
did the job.
I thought that the Rodrigues rotation (the one being considered here)
would do the job but it did not. I computed the Rodrigues rotation for this problem. Here is the result:
begineqnarray*
R =
left (
beginarrayccc
fracsqrt3+12 sqrt3 & -fracsqrt3-12 sqrt3 & -frac1sqrt3 \
-fracsqrt3-12 sqrt3 & fracsqrt3+12 sqrt3& -frac1sqrt3 \
frac1sqrt3 & frac1sqrt3 & frac1sqrt3
endarray
right )
endeqnarray*
This matrix correctly maps the vector $(0,0,1)$ into the vector
$frac1sqrt3 (-1,-1,1)$ as promised, but the other three vectors on the base of the pyramid (tetrahedron) are not correctly mapped into their positions.
The meaning of this is that, to map rigid bodies through rotations, there is not a magic formula where only one matrix could be found and instead a multiplication of elementary (or non elmentary) matrices is required to do the job, unless we are lucky. Right?
add a comment |Â
up vote
0
down vote
Kuba Ober and Leyu Wang's answer works great. Here, is a python implementation of the same algorithm.
import numpy as np
import math
def rotation_matrix(A,B):
# a and b are in the form of numpy array
ax = A[0]
ay = A[1]
az = A[2]
bx = B[0]
by = B[1]
bz = B[2]
au = A/(np.sqrt(ax*ax + ay*ay + az*az))
bu = B/(np.sqrt(bx*bx + by*by + bz*bz))
R=np.array([[bu[0]*au[0], bu[0]*au[1], bu[0]*au[2]], [bu[1]*au[0], bu[1]*au[1], bu[1]*au[2]], [bu[2]*au[0], bu[2]*au[1], bu[2]*au[2]] ])
return(R)
add a comment |Â
up vote
0
down vote
One way to proceed is as following:
Start by constructing one orthonormal basis for each of the vectors $vecn_1$ and $vecn_2$. This can be done by the trick given in an answer to another question [1]. This will result in two transformation matrices
$$R_1=beginbmatrixvecu_1 & vecv_1 & vecw_1endbmatrix$$
and
$$R_2=beginbmatrixvecu_2 & vecv_2 & vecw_2endbmatrix$$
Then the rotation matrix for aligning $vecn_1$ onto $vecn_2$ becomes
$$R=R_2R_1^Tvecn_1$$
[1] https://math.stackexchange.com/q/712065
add a comment |Â
up vote
0
down vote
Given two unit vectors $hat a$ and $hat c$, reflecting a vector $x$ across the orthogonal complement of $hat a$ and then for $hat c$ will rotate the part of $x$ in the span of $hat a$ and $hat c$ by twice the angle from $hat a$ to $hat c$. Letting $hat c = frachat a + hat b$ be the unit vector that bisects $hat a$ and $hat b$, the composition of the two reflections $R_hat c circ R_hat a$ will rotate $hat a$ to $hat b$, and any vector $x$ by the angle from $hat a$ to $hat b$. Recall that the reflection transformation is $R_n(x) = x - 2 fracx cdot nn cdot n n$.
add a comment |Â
up vote
0
down vote
Sadly I don't have enough points to comment on the accepted answer but as others have noted, the formula doesn't work when a == -b.
To solve this edge case you have to create a normal vector of a by for example using the formula found here (a,b and c being the components of the vector):
function (a,b,c)
return c<a ? (b,-a,0) : (0,-c,b)
then make the rotation matrix by rotating vector a around this normal by Pi.
add a comment |Â
up vote
-1
down vote
I have a simpler method comes from Erigen's "Mechanics of Continua". R is rotational matrix that rotate vector "a" align with vector "b" Matlab Code:
%%%%%% Rotate vector a align with vector b%%%%%%%%%%
syms ax ay az bx by bz k real
a=[ax ay az]'
au=a./sqrt(ax^2+ay^2+az^2)
b=[bx by bz]'
bu=b./sqrt(bx^2+by^2+bz^2)
R=[bu(1)*au(1) bu(1)*au(2) bu(1)*au(3);
bu(2)*au(1) bu(2)*au(2) bu(2)*au(3);
bu(3)*au(1) bu(3)*au(2) bu(3)*au(3)]
To verify:
c=R*a
cu=c./sqrt(c(1)^2+c(2)^2+c(3)^2)
simple(bu-cu)
A zero result means that $c$ (rotated $a$) and $b$ are aligned with each other.
simple(sqrt(c(1)^2+c(2)^2+c(3)^2)-sqrt(c(1)^2+c(2)^2+c(3)^2))
A zero result means that $c$ (rotated $a$) and $a$ are of the same length.
Here's a MathJax tutorial :)
â barto
Jul 25 '14 at 17:50
Note thatR = (au*bu')'
. Or, simply, $R_ij = hatb_i hata_j$
â Kuba Ober
Aug 14 '14 at 18:49
Of course this doesn't really work. Say leta=[1 0 0]
,b=[0 1 0]
, we should get a simple $90^circ$ rotation around thez
axis, withR=[0 1 0; 1 0 0; 0 0 1]
.
â Kuba Ober
Aug 14 '14 at 18:54
In all cases the $R$ squishes $a times b$ to zero.
â Kuba Ober
Aug 14 '14 at 19:36
add a comment |Â
19 Answers
19
active
oldest
votes
19 Answers
19
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
73
down vote
accepted
Suppose you want to find a rotation matrix $R$ that rotates unit vector $a$ onto unit vector $b$.
Proceed as follows:
Let $v = a times b$
Let $s = |v|$ (sine of angle)
Let $c = a cdot b$ (cosine of angle)
Then the rotation matrix R is given by:
$$R = I + [v]_times + [v]_times^2frac1-cs^2,$$
where $[v]_times$ is the skew-symmetric cross-product matrix of $v$,
$$[v]_times stackrelrm def= beginbmatrix
,,0 & !-v_3 & ,,,v_2\
,,,v_3 & 0 & !-v_1\
!-v_2 & ,,v_1 &,,0
endbmatrix.$$
The last part of the formula can be simplified to
$$
frac1-cs^2 = frac1-c1-c^2 = frac11+c,
$$
revealing that it is not applicable only for $cos(angle(a, b)) = -1$, i.e., if $a$ and $b$ point into exactly opposite directions.
3
I confirm that this works and gives answers identical to those in my answer.
â Kuba Ober
Aug 14 '14 at 22:46
I tried to implement this, however I am getting an issue when the cross products is 0.
â user2970916
Jan 14 '15 at 14:40
cross product can't be 0 because a and b are unit vectors
â Julien__
May 23 '15 at 22:45
2
@Julien__ what if a == b?
â Jerem
May 30 '15 at 12:22
2
Indeed... I forgot that case. In that case v = 0 and the formula gives R = I. So here is a better answer : when the cross product is 0, R = I
â Julien__
May 31 '15 at 13:08
 |Â
show 8 more comments
up vote
73
down vote
accepted
Suppose you want to find a rotation matrix $R$ that rotates unit vector $a$ onto unit vector $b$.
Proceed as follows:
Let $v = a times b$
Let $s = |v|$ (sine of angle)
Let $c = a cdot b$ (cosine of angle)
Then the rotation matrix R is given by:
$$R = I + [v]_times + [v]_times^2frac1-cs^2,$$
where $[v]_times$ is the skew-symmetric cross-product matrix of $v$,
$$[v]_times stackrelrm def= beginbmatrix
,,0 & !-v_3 & ,,,v_2\
,,,v_3 & 0 & !-v_1\
!-v_2 & ,,v_1 &,,0
endbmatrix.$$
The last part of the formula can be simplified to
$$
frac1-cs^2 = frac1-c1-c^2 = frac11+c,
$$
revealing that it is not applicable only for $cos(angle(a, b)) = -1$, i.e., if $a$ and $b$ point into exactly opposite directions.
3
I confirm that this works and gives answers identical to those in my answer.
â Kuba Ober
Aug 14 '14 at 22:46
I tried to implement this, however I am getting an issue when the cross products is 0.
â user2970916
Jan 14 '15 at 14:40
cross product can't be 0 because a and b are unit vectors
â Julien__
May 23 '15 at 22:45
2
@Julien__ what if a == b?
â Jerem
May 30 '15 at 12:22
2
Indeed... I forgot that case. In that case v = 0 and the formula gives R = I. So here is a better answer : when the cross product is 0, R = I
â Julien__
May 31 '15 at 13:08
 |Â
show 8 more comments
up vote
73
down vote
accepted
up vote
73
down vote
accepted
Suppose you want to find a rotation matrix $R$ that rotates unit vector $a$ onto unit vector $b$.
Proceed as follows:
Let $v = a times b$
Let $s = |v|$ (sine of angle)
Let $c = a cdot b$ (cosine of angle)
Then the rotation matrix R is given by:
$$R = I + [v]_times + [v]_times^2frac1-cs^2,$$
where $[v]_times$ is the skew-symmetric cross-product matrix of $v$,
$$[v]_times stackrelrm def= beginbmatrix
,,0 & !-v_3 & ,,,v_2\
,,,v_3 & 0 & !-v_1\
!-v_2 & ,,v_1 &,,0
endbmatrix.$$
The last part of the formula can be simplified to
$$
frac1-cs^2 = frac1-c1-c^2 = frac11+c,
$$
revealing that it is not applicable only for $cos(angle(a, b)) = -1$, i.e., if $a$ and $b$ point into exactly opposite directions.
Suppose you want to find a rotation matrix $R$ that rotates unit vector $a$ onto unit vector $b$.
Proceed as follows:
Let $v = a times b$
Let $s = |v|$ (sine of angle)
Let $c = a cdot b$ (cosine of angle)
Then the rotation matrix R is given by:
$$R = I + [v]_times + [v]_times^2frac1-cs^2,$$
where $[v]_times$ is the skew-symmetric cross-product matrix of $v$,
$$[v]_times stackrelrm def= beginbmatrix
,,0 & !-v_3 & ,,,v_2\
,,,v_3 & 0 & !-v_1\
!-v_2 & ,,v_1 &,,0
endbmatrix.$$
The last part of the formula can be simplified to
$$
frac1-cs^2 = frac1-c1-c^2 = frac11+c,
$$
revealing that it is not applicable only for $cos(angle(a, b)) = -1$, i.e., if $a$ and $b$ point into exactly opposite directions.
edited Sep 1 '16 at 18:40
Nico Schlömer
398113
398113
answered Aug 26 '13 at 5:56
Jur van den Berg
74662
74662
3
I confirm that this works and gives answers identical to those in my answer.
â Kuba Ober
Aug 14 '14 at 22:46
I tried to implement this, however I am getting an issue when the cross products is 0.
â user2970916
Jan 14 '15 at 14:40
cross product can't be 0 because a and b are unit vectors
â Julien__
May 23 '15 at 22:45
2
@Julien__ what if a == b?
â Jerem
May 30 '15 at 12:22
2
Indeed... I forgot that case. In that case v = 0 and the formula gives R = I. So here is a better answer : when the cross product is 0, R = I
â Julien__
May 31 '15 at 13:08
 |Â
show 8 more comments
3
I confirm that this works and gives answers identical to those in my answer.
â Kuba Ober
Aug 14 '14 at 22:46
I tried to implement this, however I am getting an issue when the cross products is 0.
â user2970916
Jan 14 '15 at 14:40
cross product can't be 0 because a and b are unit vectors
â Julien__
May 23 '15 at 22:45
2
@Julien__ what if a == b?
â Jerem
May 30 '15 at 12:22
2
Indeed... I forgot that case. In that case v = 0 and the formula gives R = I. So here is a better answer : when the cross product is 0, R = I
â Julien__
May 31 '15 at 13:08
3
3
I confirm that this works and gives answers identical to those in my answer.
â Kuba Ober
Aug 14 '14 at 22:46
I confirm that this works and gives answers identical to those in my answer.
â Kuba Ober
Aug 14 '14 at 22:46
I tried to implement this, however I am getting an issue when the cross products is 0.
â user2970916
Jan 14 '15 at 14:40
I tried to implement this, however I am getting an issue when the cross products is 0.
â user2970916
Jan 14 '15 at 14:40
cross product can't be 0 because a and b are unit vectors
â Julien__
May 23 '15 at 22:45
cross product can't be 0 because a and b are unit vectors
â Julien__
May 23 '15 at 22:45
2
2
@Julien__ what if a == b?
â Jerem
May 30 '15 at 12:22
@Julien__ what if a == b?
â Jerem
May 30 '15 at 12:22
2
2
Indeed... I forgot that case. In that case v = 0 and the formula gives R = I. So here is a better answer : when the cross product is 0, R = I
â Julien__
May 31 '15 at 13:08
Indeed... I forgot that case. In that case v = 0 and the formula gives R = I. So here is a better answer : when the cross product is 0, R = I
â Julien__
May 31 '15 at 13:08
 |Â
show 8 more comments
up vote
32
down vote
Using Kjetil's answer answer, with process91's comment, we arrive at the following procedure.
Derivation
We are given two unit column vectors, $A$ and $B$ ($|A|=1$ and $|B|=1$). The $|circ|$ denotes the L-2 norm of $circ$.
First, note that the rotation from $A$ to $B$ is just a 2D rotation on a plane with the normal $A times B$. A 2D rotation by an angle $theta$ is given by the following augmented matrix:
$$G=beginpmatrix
costheta & -sintheta & 0 \
sintheta & costheta & 0 \
0 & 0 & 1
endpmatrix.$$
Of course we don't want to actually compute any trig functions. Given our unit vectors, we note that $costheta=Acdot B$, and $sintheta=||Atimes B||$. Thus
$$G=beginpmatrix
Acdot B & -|Atimes B| & 0 \
|Atimes B| & Acdot B & 0 \
0 & 0 & 1endpmatrix.$$
This matrix represents the rotation from $A$ to $B$ in the base consisting of the following column vectors:
normalized vector projection of $B$ onto $A$: $$u==A$$
normalized vector rejection of $B$ onto $A$: $$v=$$
the cross product of $B$ and $A$: $$w=B times A$$
Those vectors are all orthogonal and normal, and form an orthonormal basis. This is the detail that Kjetil had missed in his answer.
The basis change matrix for this basis is:
$$F=beginpmatrixu & v & w endpmatrix^-1=beginpmatrix A & & B times Aendpmatrix^-1$$
Thus, in the original base, the rotation from $A$ to $B$ can be expressed as right-multiplication of a vector by the following matrix: $$U=F^-1G F.$$
One can easily show that $U A = B$, and that $|U|_2=1$. Also, $U$ is the same as the $R$ matrix from Rik's answer.
2D Case
For the 2D case, given $A=left(x_1,y_1,0right)$ and $B=left(x_2,y_2,0right)$, the matrix $G$ is the forward transformation matrix itself, and we can simplify it further. We note
$$beginaligned
costheta &= Acdot B = x_1x_2+y_1y_2 \
sintheta &= | Atimes B| = x_1y_2-x_2y_1
endaligned$$
Finally,
$$Uequiv G=beginpmatrix
x_1x_2+y_1y_2 & -(x_1y_2-x_2y_1) \
x_1y_2-x_2y_1 & x_1x_2+y_1y_2
endpmatrix$$
and
$$U^-1equiv G^-1=beginpmatrix
x_1x_2+y_1y_2 & x_1y_2-x_2y_1 \
-(x_1y_2-x_2y_1) & x_1x_2+y_1y_2
endpmatrix$$
Octave/Matlab Implementation
The basic implementation is very simple. You could improve it by factoring out the common expressions of dot(A,B)
and cross(B,A)
. Also note that $||Atimes B||=||Btimes A||$.
GG = @(A,B) [ dot(A,B) -norm(cross(A,B)) 0;
norm(cross(A,B)) dot(A,B) 0;
0 0 1];
FFi = @(A,B) [ A (B-dot(A,B)*A)/norm(B-dot(A,B)*A) cross(B,A) ];
UU = @(Fi,G) Fi*G*inv(Fi);
Testing:
> a=[1 0 0]'; b=[0 1 0]';
> U = UU(FFi(a,b), GG(a,b));
> norm(U) % is it length-preserving?
ans = 1
> norm(b-U*a) % does it rotate a onto b?
ans = 0
> U
U =
0 -1 0
1 0 0
0 0 1
Now with random vectors:
> vu = @(v) v/norm(v);
> ru = @() vu(rand(3,1));
> a = ru()
a =
0.043477
0.036412
0.998391
> b = ru()
b =
0.60958
0.73540
0.29597
> U = UU(FFi(a,b), GG(a,b));
> norm(U)
ans = 1
> norm(b-U*a)
ans = 2.2888e-16
> U
U =
0.73680 -0.32931 0.59049
-0.30976 0.61190 0.72776
-0.60098 -0.71912 0.34884
Implementation of Rik's Answer
It is computationally a bit more efficient to use Rik's answer. This is also an Octave/MatLab implementation.
ssc = @(v) [0 -v(3) v(2); v(3) 0 -v(1); -v(2) v(1) 0]
RU = @(A,B) eye(3) + ssc(cross(A,B)) +
ssc(cross(A,B))^2*(1-dot(A,B))/(norm(cross(A,B))^2)
The results produced are same as above, with slightly smaller numerical errors since there are less operations being done.
Matlab notation for Rik's Implementation:function R=fcn_RotationFromTwoVectors(A, B) v = cross(A,B); ssc = [0 -v(3) v(2); v(3) 0 -v(1); -v(2) v(1) 0]; R = eye(3) + ssc + ssc^2*(1-dot(A,B))/(norm(v))^2;
â phyatt
Aug 20 '15 at 21:55
@phyatt Doesn't the lambda syntax work in Matlab, too?
â Kuba Ober
Aug 20 '15 at 22:16
I've used lamdas in other languages, and I haven't seen it in use in the Matlab projects... and sure enough, its there. mathworks.com/help/matlab/matlab_prog/anonymous-functions.html Thanks @KuberOber.
â phyatt
Aug 20 '15 at 22:21
Rik's answer doesn't work if a == b, does your answer work in this case?
â Ruts
Nov 10 '15 at 8:53
@Ruts It can't work, since you can't normalize a zero-length vectora-dot(a,a)*a
. You have to check fora==b
first :)
â Kuba Ober
Nov 10 '15 at 17:06
 |Â
show 4 more comments
up vote
32
down vote
Using Kjetil's answer answer, with process91's comment, we arrive at the following procedure.
Derivation
We are given two unit column vectors, $A$ and $B$ ($|A|=1$ and $|B|=1$). The $|circ|$ denotes the L-2 norm of $circ$.
First, note that the rotation from $A$ to $B$ is just a 2D rotation on a plane with the normal $A times B$. A 2D rotation by an angle $theta$ is given by the following augmented matrix:
$$G=beginpmatrix
costheta & -sintheta & 0 \
sintheta & costheta & 0 \
0 & 0 & 1
endpmatrix.$$
Of course we don't want to actually compute any trig functions. Given our unit vectors, we note that $costheta=Acdot B$, and $sintheta=||Atimes B||$. Thus
$$G=beginpmatrix
Acdot B & -|Atimes B| & 0 \
|Atimes B| & Acdot B & 0 \
0 & 0 & 1endpmatrix.$$
This matrix represents the rotation from $A$ to $B$ in the base consisting of the following column vectors:
normalized vector projection of $B$ onto $A$: $$u==A$$
normalized vector rejection of $B$ onto $A$: $$v=$$
the cross product of $B$ and $A$: $$w=B times A$$
Those vectors are all orthogonal and normal, and form an orthonormal basis. This is the detail that Kjetil had missed in his answer.
The basis change matrix for this basis is:
$$F=beginpmatrixu & v & w endpmatrix^-1=beginpmatrix A & & B times Aendpmatrix^-1$$
Thus, in the original base, the rotation from $A$ to $B$ can be expressed as right-multiplication of a vector by the following matrix: $$U=F^-1G F.$$
One can easily show that $U A = B$, and that $|U|_2=1$. Also, $U$ is the same as the $R$ matrix from Rik's answer.
2D Case
For the 2D case, given $A=left(x_1,y_1,0right)$ and $B=left(x_2,y_2,0right)$, the matrix $G$ is the forward transformation matrix itself, and we can simplify it further. We note
$$beginaligned
costheta &= Acdot B = x_1x_2+y_1y_2 \
sintheta &= | Atimes B| = x_1y_2-x_2y_1
endaligned$$
Finally,
$$Uequiv G=beginpmatrix
x_1x_2+y_1y_2 & -(x_1y_2-x_2y_1) \
x_1y_2-x_2y_1 & x_1x_2+y_1y_2
endpmatrix$$
and
$$U^-1equiv G^-1=beginpmatrix
x_1x_2+y_1y_2 & x_1y_2-x_2y_1 \
-(x_1y_2-x_2y_1) & x_1x_2+y_1y_2
endpmatrix$$
Octave/Matlab Implementation
The basic implementation is very simple. You could improve it by factoring out the common expressions of dot(A,B)
and cross(B,A)
. Also note that $||Atimes B||=||Btimes A||$.
GG = @(A,B) [ dot(A,B) -norm(cross(A,B)) 0;
norm(cross(A,B)) dot(A,B) 0;
0 0 1];
FFi = @(A,B) [ A (B-dot(A,B)*A)/norm(B-dot(A,B)*A) cross(B,A) ];
UU = @(Fi,G) Fi*G*inv(Fi);
Testing:
> a=[1 0 0]'; b=[0 1 0]';
> U = UU(FFi(a,b), GG(a,b));
> norm(U) % is it length-preserving?
ans = 1
> norm(b-U*a) % does it rotate a onto b?
ans = 0
> U
U =
0 -1 0
1 0 0
0 0 1
Now with random vectors:
> vu = @(v) v/norm(v);
> ru = @() vu(rand(3,1));
> a = ru()
a =
0.043477
0.036412
0.998391
> b = ru()
b =
0.60958
0.73540
0.29597
> U = UU(FFi(a,b), GG(a,b));
> norm(U)
ans = 1
> norm(b-U*a)
ans = 2.2888e-16
> U
U =
0.73680 -0.32931 0.59049
-0.30976 0.61190 0.72776
-0.60098 -0.71912 0.34884
Implementation of Rik's Answer
It is computationally a bit more efficient to use Rik's answer. This is also an Octave/MatLab implementation.
ssc = @(v) [0 -v(3) v(2); v(3) 0 -v(1); -v(2) v(1) 0]
RU = @(A,B) eye(3) + ssc(cross(A,B)) +
ssc(cross(A,B))^2*(1-dot(A,B))/(norm(cross(A,B))^2)
The results produced are same as above, with slightly smaller numerical errors since there are less operations being done.
Matlab notation for Rik's Implementation:function R=fcn_RotationFromTwoVectors(A, B) v = cross(A,B); ssc = [0 -v(3) v(2); v(3) 0 -v(1); -v(2) v(1) 0]; R = eye(3) + ssc + ssc^2*(1-dot(A,B))/(norm(v))^2;
â phyatt
Aug 20 '15 at 21:55
@phyatt Doesn't the lambda syntax work in Matlab, too?
â Kuba Ober
Aug 20 '15 at 22:16
I've used lamdas in other languages, and I haven't seen it in use in the Matlab projects... and sure enough, its there. mathworks.com/help/matlab/matlab_prog/anonymous-functions.html Thanks @KuberOber.
â phyatt
Aug 20 '15 at 22:21
Rik's answer doesn't work if a == b, does your answer work in this case?
â Ruts
Nov 10 '15 at 8:53
@Ruts It can't work, since you can't normalize a zero-length vectora-dot(a,a)*a
. You have to check fora==b
first :)
â Kuba Ober
Nov 10 '15 at 17:06
 |Â
show 4 more comments
up vote
32
down vote
up vote
32
down vote
Using Kjetil's answer answer, with process91's comment, we arrive at the following procedure.
Derivation
We are given two unit column vectors, $A$ and $B$ ($|A|=1$ and $|B|=1$). The $|circ|$ denotes the L-2 norm of $circ$.
First, note that the rotation from $A$ to $B$ is just a 2D rotation on a plane with the normal $A times B$. A 2D rotation by an angle $theta$ is given by the following augmented matrix:
$$G=beginpmatrix
costheta & -sintheta & 0 \
sintheta & costheta & 0 \
0 & 0 & 1
endpmatrix.$$
Of course we don't want to actually compute any trig functions. Given our unit vectors, we note that $costheta=Acdot B$, and $sintheta=||Atimes B||$. Thus
$$G=beginpmatrix
Acdot B & -|Atimes B| & 0 \
|Atimes B| & Acdot B & 0 \
0 & 0 & 1endpmatrix.$$
This matrix represents the rotation from $A$ to $B$ in the base consisting of the following column vectors:
normalized vector projection of $B$ onto $A$: $$u==A$$
normalized vector rejection of $B$ onto $A$: $$v=$$
the cross product of $B$ and $A$: $$w=B times A$$
Those vectors are all orthogonal and normal, and form an orthonormal basis. This is the detail that Kjetil had missed in his answer.
The basis change matrix for this basis is:
$$F=beginpmatrixu & v & w endpmatrix^-1=beginpmatrix A & & B times Aendpmatrix^-1$$
Thus, in the original base, the rotation from $A$ to $B$ can be expressed as right-multiplication of a vector by the following matrix: $$U=F^-1G F.$$
One can easily show that $U A = B$, and that $|U|_2=1$. Also, $U$ is the same as the $R$ matrix from Rik's answer.
2D Case
For the 2D case, given $A=left(x_1,y_1,0right)$ and $B=left(x_2,y_2,0right)$, the matrix $G$ is the forward transformation matrix itself, and we can simplify it further. We note
$$beginaligned
costheta &= Acdot B = x_1x_2+y_1y_2 \
sintheta &= | Atimes B| = x_1y_2-x_2y_1
endaligned$$
Finally,
$$Uequiv G=beginpmatrix
x_1x_2+y_1y_2 & -(x_1y_2-x_2y_1) \
x_1y_2-x_2y_1 & x_1x_2+y_1y_2
endpmatrix$$
and
$$U^-1equiv G^-1=beginpmatrix
x_1x_2+y_1y_2 & x_1y_2-x_2y_1 \
-(x_1y_2-x_2y_1) & x_1x_2+y_1y_2
endpmatrix$$
Octave/Matlab Implementation
The basic implementation is very simple. You could improve it by factoring out the common expressions of dot(A,B)
and cross(B,A)
. Also note that $||Atimes B||=||Btimes A||$.
GG = @(A,B) [ dot(A,B) -norm(cross(A,B)) 0;
norm(cross(A,B)) dot(A,B) 0;
0 0 1];
FFi = @(A,B) [ A (B-dot(A,B)*A)/norm(B-dot(A,B)*A) cross(B,A) ];
UU = @(Fi,G) Fi*G*inv(Fi);
Testing:
> a=[1 0 0]'; b=[0 1 0]';
> U = UU(FFi(a,b), GG(a,b));
> norm(U) % is it length-preserving?
ans = 1
> norm(b-U*a) % does it rotate a onto b?
ans = 0
> U
U =
0 -1 0
1 0 0
0 0 1
Now with random vectors:
> vu = @(v) v/norm(v);
> ru = @() vu(rand(3,1));
> a = ru()
a =
0.043477
0.036412
0.998391
> b = ru()
b =
0.60958
0.73540
0.29597
> U = UU(FFi(a,b), GG(a,b));
> norm(U)
ans = 1
> norm(b-U*a)
ans = 2.2888e-16
> U
U =
0.73680 -0.32931 0.59049
-0.30976 0.61190 0.72776
-0.60098 -0.71912 0.34884
Implementation of Rik's Answer
It is computationally a bit more efficient to use Rik's answer. This is also an Octave/MatLab implementation.
ssc = @(v) [0 -v(3) v(2); v(3) 0 -v(1); -v(2) v(1) 0]
RU = @(A,B) eye(3) + ssc(cross(A,B)) +
ssc(cross(A,B))^2*(1-dot(A,B))/(norm(cross(A,B))^2)
The results produced are same as above, with slightly smaller numerical errors since there are less operations being done.
Using Kjetil's answer answer, with process91's comment, we arrive at the following procedure.
Derivation
We are given two unit column vectors, $A$ and $B$ ($|A|=1$ and $|B|=1$). The $|circ|$ denotes the L-2 norm of $circ$.
First, note that the rotation from $A$ to $B$ is just a 2D rotation on a plane with the normal $A times B$. A 2D rotation by an angle $theta$ is given by the following augmented matrix:
$$G=beginpmatrix
costheta & -sintheta & 0 \
sintheta & costheta & 0 \
0 & 0 & 1
endpmatrix.$$
Of course we don't want to actually compute any trig functions. Given our unit vectors, we note that $costheta=Acdot B$, and $sintheta=||Atimes B||$. Thus
$$G=beginpmatrix
Acdot B & -|Atimes B| & 0 \
|Atimes B| & Acdot B & 0 \
0 & 0 & 1endpmatrix.$$
This matrix represents the rotation from $A$ to $B$ in the base consisting of the following column vectors:
normalized vector projection of $B$ onto $A$: $$u==A$$
normalized vector rejection of $B$ onto $A$: $$v=$$
the cross product of $B$ and $A$: $$w=B times A$$
Those vectors are all orthogonal and normal, and form an orthonormal basis. This is the detail that Kjetil had missed in his answer.
The basis change matrix for this basis is:
$$F=beginpmatrixu & v & w endpmatrix^-1=beginpmatrix A & & B times Aendpmatrix^-1$$
Thus, in the original base, the rotation from $A$ to $B$ can be expressed as right-multiplication of a vector by the following matrix: $$U=F^-1G F.$$
One can easily show that $U A = B$, and that $|U|_2=1$. Also, $U$ is the same as the $R$ matrix from Rik's answer.
2D Case
For the 2D case, given $A=left(x_1,y_1,0right)$ and $B=left(x_2,y_2,0right)$, the matrix $G$ is the forward transformation matrix itself, and we can simplify it further. We note
$$beginaligned
costheta &= Acdot B = x_1x_2+y_1y_2 \
sintheta &= | Atimes B| = x_1y_2-x_2y_1
endaligned$$
Finally,
$$Uequiv G=beginpmatrix
x_1x_2+y_1y_2 & -(x_1y_2-x_2y_1) \
x_1y_2-x_2y_1 & x_1x_2+y_1y_2
endpmatrix$$
and
$$U^-1equiv G^-1=beginpmatrix
x_1x_2+y_1y_2 & x_1y_2-x_2y_1 \
-(x_1y_2-x_2y_1) & x_1x_2+y_1y_2
endpmatrix$$
Octave/Matlab Implementation
The basic implementation is very simple. You could improve it by factoring out the common expressions of dot(A,B)
and cross(B,A)
. Also note that $||Atimes B||=||Btimes A||$.
GG = @(A,B) [ dot(A,B) -norm(cross(A,B)) 0;
norm(cross(A,B)) dot(A,B) 0;
0 0 1];
FFi = @(A,B) [ A (B-dot(A,B)*A)/norm(B-dot(A,B)*A) cross(B,A) ];
UU = @(Fi,G) Fi*G*inv(Fi);
Testing:
> a=[1 0 0]'; b=[0 1 0]';
> U = UU(FFi(a,b), GG(a,b));
> norm(U) % is it length-preserving?
ans = 1
> norm(b-U*a) % does it rotate a onto b?
ans = 0
> U
U =
0 -1 0
1 0 0
0 0 1
Now with random vectors:
> vu = @(v) v/norm(v);
> ru = @() vu(rand(3,1));
> a = ru()
a =
0.043477
0.036412
0.998391
> b = ru()
b =
0.60958
0.73540
0.29597
> U = UU(FFi(a,b), GG(a,b));
> norm(U)
ans = 1
> norm(b-U*a)
ans = 2.2888e-16
> U
U =
0.73680 -0.32931 0.59049
-0.30976 0.61190 0.72776
-0.60098 -0.71912 0.34884
Implementation of Rik's Answer
It is computationally a bit more efficient to use Rik's answer. This is also an Octave/MatLab implementation.
ssc = @(v) [0 -v(3) v(2); v(3) 0 -v(1); -v(2) v(1) 0]
RU = @(A,B) eye(3) + ssc(cross(A,B)) +
ssc(cross(A,B))^2*(1-dot(A,B))/(norm(cross(A,B))^2)
The results produced are same as above, with slightly smaller numerical errors since there are less operations being done.
edited Apr 13 '17 at 12:21
Communityâ¦
1
1
answered Aug 14 '14 at 21:13
Kuba Ober
466413
466413
Matlab notation for Rik's Implementation:function R=fcn_RotationFromTwoVectors(A, B) v = cross(A,B); ssc = [0 -v(3) v(2); v(3) 0 -v(1); -v(2) v(1) 0]; R = eye(3) + ssc + ssc^2*(1-dot(A,B))/(norm(v))^2;
â phyatt
Aug 20 '15 at 21:55
@phyatt Doesn't the lambda syntax work in Matlab, too?
â Kuba Ober
Aug 20 '15 at 22:16
I've used lamdas in other languages, and I haven't seen it in use in the Matlab projects... and sure enough, its there. mathworks.com/help/matlab/matlab_prog/anonymous-functions.html Thanks @KuberOber.
â phyatt
Aug 20 '15 at 22:21
Rik's answer doesn't work if a == b, does your answer work in this case?
â Ruts
Nov 10 '15 at 8:53
@Ruts It can't work, since you can't normalize a zero-length vectora-dot(a,a)*a
. You have to check fora==b
first :)
â Kuba Ober
Nov 10 '15 at 17:06
 |Â
show 4 more comments
Matlab notation for Rik's Implementation:function R=fcn_RotationFromTwoVectors(A, B) v = cross(A,B); ssc = [0 -v(3) v(2); v(3) 0 -v(1); -v(2) v(1) 0]; R = eye(3) + ssc + ssc^2*(1-dot(A,B))/(norm(v))^2;
â phyatt
Aug 20 '15 at 21:55
@phyatt Doesn't the lambda syntax work in Matlab, too?
â Kuba Ober
Aug 20 '15 at 22:16
I've used lamdas in other languages, and I haven't seen it in use in the Matlab projects... and sure enough, its there. mathworks.com/help/matlab/matlab_prog/anonymous-functions.html Thanks @KuberOber.
â phyatt
Aug 20 '15 at 22:21
Rik's answer doesn't work if a == b, does your answer work in this case?
â Ruts
Nov 10 '15 at 8:53
@Ruts It can't work, since you can't normalize a zero-length vectora-dot(a,a)*a
. You have to check fora==b
first :)
â Kuba Ober
Nov 10 '15 at 17:06
Matlab notation for Rik's Implementation:
function R=fcn_RotationFromTwoVectors(A, B) v = cross(A,B); ssc = [0 -v(3) v(2); v(3) 0 -v(1); -v(2) v(1) 0]; R = eye(3) + ssc + ssc^2*(1-dot(A,B))/(norm(v))^2;
â phyatt
Aug 20 '15 at 21:55
Matlab notation for Rik's Implementation:
function R=fcn_RotationFromTwoVectors(A, B) v = cross(A,B); ssc = [0 -v(3) v(2); v(3) 0 -v(1); -v(2) v(1) 0]; R = eye(3) + ssc + ssc^2*(1-dot(A,B))/(norm(v))^2;
â phyatt
Aug 20 '15 at 21:55
@phyatt Doesn't the lambda syntax work in Matlab, too?
â Kuba Ober
Aug 20 '15 at 22:16
@phyatt Doesn't the lambda syntax work in Matlab, too?
â Kuba Ober
Aug 20 '15 at 22:16
I've used lamdas in other languages, and I haven't seen it in use in the Matlab projects... and sure enough, its there. mathworks.com/help/matlab/matlab_prog/anonymous-functions.html Thanks @KuberOber.
â phyatt
Aug 20 '15 at 22:21
I've used lamdas in other languages, and I haven't seen it in use in the Matlab projects... and sure enough, its there. mathworks.com/help/matlab/matlab_prog/anonymous-functions.html Thanks @KuberOber.
â phyatt
Aug 20 '15 at 22:21
Rik's answer doesn't work if a == b, does your answer work in this case?
â Ruts
Nov 10 '15 at 8:53
Rik's answer doesn't work if a == b, does your answer work in this case?
â Ruts
Nov 10 '15 at 8:53
@Ruts It can't work, since you can't normalize a zero-length vector
a-dot(a,a)*a
. You have to check for a==b
first :)â Kuba Ober
Nov 10 '15 at 17:06
@Ruts It can't work, since you can't normalize a zero-length vector
a-dot(a,a)*a
. You have to check for a==b
first :)â Kuba Ober
Nov 10 '15 at 17:06
 |Â
show 4 more comments
up vote
6
down vote
At the top of my head (do the checking yourself)
Let the given vectors in $R^3$ be $A$ and $B$, for simplicity assume they have norm 1, and assume they are not identical. Define $C$ as the cross product of $A$ and $B$. We want an orthogonal matrix $U$ such that $UA=B$ and $UC=C$.
First change bases, to the new base $(U_1,u_2,u_3)=(A,B,C)$. In this new basis the matrix doing the job is simply $G=left(beginsmallmatrix 0&1&0\1&0&0\0&0&1endsmallmatrixright)$. Then we need the basis shift matrix, to the new basis. Write the coordinates of the vectors in the old base as simply $A=(a_1,a_2,a_3), B=(b_1,b_2,b_3), C=(c_1,c_2,c_3)$. Then the basis shift matrix can be seen to be $left( beginsmallmatrix a_1&b_1&c_1\a_2&b_2&c_2\a_3&b_3&c_3 endsmallmatrixright)^-1$. The result is now simply $U=F^-1 G F$, which is an orthogonal matrix rotating $A$ into $B$.
Actually, I think there may be further trouble - your matrix $U$ is only guaranteed to be orthogonal if $F$ is, which is only the case if $A$ and $B$ are orthogonal. In other instances, the angles of various other vectors to which $U$ is applied may be stretched or compressed.
â process91
Aug 9 '12 at 19:21
Your thought process is a good one, though - don't give up on it yet! I think there is a solution this way if you consider different original basis vectors which still have an easily represented form of $A$ and $B$. You could, for instance, choose the projection of $A$ on $B$, the rejection of $A$ on $B$, and $A times B$.
â process91
Aug 9 '12 at 19:50
2
Just so that people aren't derailed: this answer doesn't work as-is, one has to take process91's comments into account. +1 since it provided valuable inspiration.
â Kuba Ober
Aug 14 '14 at 22:26
add a comment |Â
up vote
6
down vote
At the top of my head (do the checking yourself)
Let the given vectors in $R^3$ be $A$ and $B$, for simplicity assume they have norm 1, and assume they are not identical. Define $C$ as the cross product of $A$ and $B$. We want an orthogonal matrix $U$ such that $UA=B$ and $UC=C$.
First change bases, to the new base $(U_1,u_2,u_3)=(A,B,C)$. In this new basis the matrix doing the job is simply $G=left(beginsmallmatrix 0&1&0\1&0&0\0&0&1endsmallmatrixright)$. Then we need the basis shift matrix, to the new basis. Write the coordinates of the vectors in the old base as simply $A=(a_1,a_2,a_3), B=(b_1,b_2,b_3), C=(c_1,c_2,c_3)$. Then the basis shift matrix can be seen to be $left( beginsmallmatrix a_1&b_1&c_1\a_2&b_2&c_2\a_3&b_3&c_3 endsmallmatrixright)^-1$. The result is now simply $U=F^-1 G F$, which is an orthogonal matrix rotating $A$ into $B$.
Actually, I think there may be further trouble - your matrix $U$ is only guaranteed to be orthogonal if $F$ is, which is only the case if $A$ and $B$ are orthogonal. In other instances, the angles of various other vectors to which $U$ is applied may be stretched or compressed.
â process91
Aug 9 '12 at 19:21
Your thought process is a good one, though - don't give up on it yet! I think there is a solution this way if you consider different original basis vectors which still have an easily represented form of $A$ and $B$. You could, for instance, choose the projection of $A$ on $B$, the rejection of $A$ on $B$, and $A times B$.
â process91
Aug 9 '12 at 19:50
2
Just so that people aren't derailed: this answer doesn't work as-is, one has to take process91's comments into account. +1 since it provided valuable inspiration.
â Kuba Ober
Aug 14 '14 at 22:26
add a comment |Â
up vote
6
down vote
up vote
6
down vote
At the top of my head (do the checking yourself)
Let the given vectors in $R^3$ be $A$ and $B$, for simplicity assume they have norm 1, and assume they are not identical. Define $C$ as the cross product of $A$ and $B$. We want an orthogonal matrix $U$ such that $UA=B$ and $UC=C$.
First change bases, to the new base $(U_1,u_2,u_3)=(A,B,C)$. In this new basis the matrix doing the job is simply $G=left(beginsmallmatrix 0&1&0\1&0&0\0&0&1endsmallmatrixright)$. Then we need the basis shift matrix, to the new basis. Write the coordinates of the vectors in the old base as simply $A=(a_1,a_2,a_3), B=(b_1,b_2,b_3), C=(c_1,c_2,c_3)$. Then the basis shift matrix can be seen to be $left( beginsmallmatrix a_1&b_1&c_1\a_2&b_2&c_2\a_3&b_3&c_3 endsmallmatrixright)^-1$. The result is now simply $U=F^-1 G F$, which is an orthogonal matrix rotating $A$ into $B$.
At the top of my head (do the checking yourself)
Let the given vectors in $R^3$ be $A$ and $B$, for simplicity assume they have norm 1, and assume they are not identical. Define $C$ as the cross product of $A$ and $B$. We want an orthogonal matrix $U$ such that $UA=B$ and $UC=C$.
First change bases, to the new base $(U_1,u_2,u_3)=(A,B,C)$. In this new basis the matrix doing the job is simply $G=left(beginsmallmatrix 0&1&0\1&0&0\0&0&1endsmallmatrixright)$. Then we need the basis shift matrix, to the new basis. Write the coordinates of the vectors in the old base as simply $A=(a_1,a_2,a_3), B=(b_1,b_2,b_3), C=(c_1,c_2,c_3)$. Then the basis shift matrix can be seen to be $left( beginsmallmatrix a_1&b_1&c_1\a_2&b_2&c_2\a_3&b_3&c_3 endsmallmatrixright)^-1$. The result is now simply $U=F^-1 G F$, which is an orthogonal matrix rotating $A$ into $B$.
answered Aug 8 '12 at 22:04
kjetil b halvorsen
4,53942636
4,53942636
Actually, I think there may be further trouble - your matrix $U$ is only guaranteed to be orthogonal if $F$ is, which is only the case if $A$ and $B$ are orthogonal. In other instances, the angles of various other vectors to which $U$ is applied may be stretched or compressed.
â process91
Aug 9 '12 at 19:21
Your thought process is a good one, though - don't give up on it yet! I think there is a solution this way if you consider different original basis vectors which still have an easily represented form of $A$ and $B$. You could, for instance, choose the projection of $A$ on $B$, the rejection of $A$ on $B$, and $A times B$.
â process91
Aug 9 '12 at 19:50
2
Just so that people aren't derailed: this answer doesn't work as-is, one has to take process91's comments into account. +1 since it provided valuable inspiration.
â Kuba Ober
Aug 14 '14 at 22:26
add a comment |Â
Actually, I think there may be further trouble - your matrix $U$ is only guaranteed to be orthogonal if $F$ is, which is only the case if $A$ and $B$ are orthogonal. In other instances, the angles of various other vectors to which $U$ is applied may be stretched or compressed.
â process91
Aug 9 '12 at 19:21
Your thought process is a good one, though - don't give up on it yet! I think there is a solution this way if you consider different original basis vectors which still have an easily represented form of $A$ and $B$. You could, for instance, choose the projection of $A$ on $B$, the rejection of $A$ on $B$, and $A times B$.
â process91
Aug 9 '12 at 19:50
2
Just so that people aren't derailed: this answer doesn't work as-is, one has to take process91's comments into account. +1 since it provided valuable inspiration.
â Kuba Ober
Aug 14 '14 at 22:26
Actually, I think there may be further trouble - your matrix $U$ is only guaranteed to be orthogonal if $F$ is, which is only the case if $A$ and $B$ are orthogonal. In other instances, the angles of various other vectors to which $U$ is applied may be stretched or compressed.
â process91
Aug 9 '12 at 19:21
Actually, I think there may be further trouble - your matrix $U$ is only guaranteed to be orthogonal if $F$ is, which is only the case if $A$ and $B$ are orthogonal. In other instances, the angles of various other vectors to which $U$ is applied may be stretched or compressed.
â process91
Aug 9 '12 at 19:21
Your thought process is a good one, though - don't give up on it yet! I think there is a solution this way if you consider different original basis vectors which still have an easily represented form of $A$ and $B$. You could, for instance, choose the projection of $A$ on $B$, the rejection of $A$ on $B$, and $A times B$.
â process91
Aug 9 '12 at 19:50
Your thought process is a good one, though - don't give up on it yet! I think there is a solution this way if you consider different original basis vectors which still have an easily represented form of $A$ and $B$. You could, for instance, choose the projection of $A$ on $B$, the rejection of $A$ on $B$, and $A times B$.
â process91
Aug 9 '12 at 19:50
2
2
Just so that people aren't derailed: this answer doesn't work as-is, one has to take process91's comments into account. +1 since it provided valuable inspiration.
â Kuba Ober
Aug 14 '14 at 22:26
Just so that people aren't derailed: this answer doesn't work as-is, one has to take process91's comments into account. +1 since it provided valuable inspiration.
â Kuba Ober
Aug 14 '14 at 22:26
add a comment |Â
up vote
4
down vote
The MATLAB code for any dimension greater than one is
u = a/norm(a); % a and b must be column vectors
v = b/norm(b); % of equal length
N = length(u);
S = reflection( eye(N), v+u ); % S*u = -v, S*v = -u
R = reflection( S, v ); % v = R*u
where
function v = reflection( u, n ) % Reflection of u on hyperplane n.
%
% u can be a matrix. u and v must have the same number of rows.
v = u - 2 * n * (n'*u) / (n'*n);
return
See this for background on how this works.
add a comment |Â
up vote
4
down vote
The MATLAB code for any dimension greater than one is
u = a/norm(a); % a and b must be column vectors
v = b/norm(b); % of equal length
N = length(u);
S = reflection( eye(N), v+u ); % S*u = -v, S*v = -u
R = reflection( S, v ); % v = R*u
where
function v = reflection( u, n ) % Reflection of u on hyperplane n.
%
% u can be a matrix. u and v must have the same number of rows.
v = u - 2 * n * (n'*u) / (n'*n);
return
See this for background on how this works.
add a comment |Â
up vote
4
down vote
up vote
4
down vote
The MATLAB code for any dimension greater than one is
u = a/norm(a); % a and b must be column vectors
v = b/norm(b); % of equal length
N = length(u);
S = reflection( eye(N), v+u ); % S*u = -v, S*v = -u
R = reflection( S, v ); % v = R*u
where
function v = reflection( u, n ) % Reflection of u on hyperplane n.
%
% u can be a matrix. u and v must have the same number of rows.
v = u - 2 * n * (n'*u) / (n'*n);
return
See this for background on how this works.
The MATLAB code for any dimension greater than one is
u = a/norm(a); % a and b must be column vectors
v = b/norm(b); % of equal length
N = length(u);
S = reflection( eye(N), v+u ); % S*u = -v, S*v = -u
R = reflection( S, v ); % v = R*u
where
function v = reflection( u, n ) % Reflection of u on hyperplane n.
%
% u can be a matrix. u and v must have the same number of rows.
v = u - 2 * n * (n'*u) / (n'*n);
return
See this for background on how this works.
edited Apr 13 '17 at 12:21
Communityâ¦
1
1
answered Feb 26 '17 at 1:17
T L Davis
24616
24616
add a comment |Â
add a comment |Â
up vote
3
down vote
The quaternion is a 4-dimensional complex number:
http://en.wikipedia.org/wiki/Quaternion
used to describe rotations in space. A quaternion (like a complex number) has a polar representation involving the exponential of the arguments (rotations), and a magnetude multiplier. Building the quaternion comes from the cross product (the product of the complex components), which will give you the argument in those 3 dimensions, you'll then get a number from that in the form A+Bi+Cj+Dk, and write it out in the matrix form described in the article there.
An easier way would be to simply fingure out what your original vectors are in the 4-space, and take the appropriate inverse operations to get your resultant quaternion (without going through the dot/cross product steps) but that requires a good foundation in hypercomplex algebra.
1
Just to be clear: from the article, the dot product will be your scalar part, and the cross product the vector part, so with dot product: x and scalar product iy + jz + ka the quaternion q would be q = x +iy +jz +ka.
â Vilid
Aug 8 '12 at 21:51
Not exactly. If the dot product is a, and the cross product is (x, y, z), it would be cos(a/2) + (x * sin(a/2))i + (y * sin(a/2))j + ( z * sin(a/2))k. Rotation quaternions are unitary.
â Jeff
Jul 19 '13 at 2:33
add a comment |Â
up vote
3
down vote
The quaternion is a 4-dimensional complex number:
http://en.wikipedia.org/wiki/Quaternion
used to describe rotations in space. A quaternion (like a complex number) has a polar representation involving the exponential of the arguments (rotations), and a magnetude multiplier. Building the quaternion comes from the cross product (the product of the complex components), which will give you the argument in those 3 dimensions, you'll then get a number from that in the form A+Bi+Cj+Dk, and write it out in the matrix form described in the article there.
An easier way would be to simply fingure out what your original vectors are in the 4-space, and take the appropriate inverse operations to get your resultant quaternion (without going through the dot/cross product steps) but that requires a good foundation in hypercomplex algebra.
1
Just to be clear: from the article, the dot product will be your scalar part, and the cross product the vector part, so with dot product: x and scalar product iy + jz + ka the quaternion q would be q = x +iy +jz +ka.
â Vilid
Aug 8 '12 at 21:51
Not exactly. If the dot product is a, and the cross product is (x, y, z), it would be cos(a/2) + (x * sin(a/2))i + (y * sin(a/2))j + ( z * sin(a/2))k. Rotation quaternions are unitary.
â Jeff
Jul 19 '13 at 2:33
add a comment |Â
up vote
3
down vote
up vote
3
down vote
The quaternion is a 4-dimensional complex number:
http://en.wikipedia.org/wiki/Quaternion
used to describe rotations in space. A quaternion (like a complex number) has a polar representation involving the exponential of the arguments (rotations), and a magnetude multiplier. Building the quaternion comes from the cross product (the product of the complex components), which will give you the argument in those 3 dimensions, you'll then get a number from that in the form A+Bi+Cj+Dk, and write it out in the matrix form described in the article there.
An easier way would be to simply fingure out what your original vectors are in the 4-space, and take the appropriate inverse operations to get your resultant quaternion (without going through the dot/cross product steps) but that requires a good foundation in hypercomplex algebra.
The quaternion is a 4-dimensional complex number:
http://en.wikipedia.org/wiki/Quaternion
used to describe rotations in space. A quaternion (like a complex number) has a polar representation involving the exponential of the arguments (rotations), and a magnetude multiplier. Building the quaternion comes from the cross product (the product of the complex components), which will give you the argument in those 3 dimensions, you'll then get a number from that in the form A+Bi+Cj+Dk, and write it out in the matrix form described in the article there.
An easier way would be to simply fingure out what your original vectors are in the 4-space, and take the appropriate inverse operations to get your resultant quaternion (without going through the dot/cross product steps) but that requires a good foundation in hypercomplex algebra.
answered Aug 8 '12 at 21:50
Vilid
33617
33617
1
Just to be clear: from the article, the dot product will be your scalar part, and the cross product the vector part, so with dot product: x and scalar product iy + jz + ka the quaternion q would be q = x +iy +jz +ka.
â Vilid
Aug 8 '12 at 21:51
Not exactly. If the dot product is a, and the cross product is (x, y, z), it would be cos(a/2) + (x * sin(a/2))i + (y * sin(a/2))j + ( z * sin(a/2))k. Rotation quaternions are unitary.
â Jeff
Jul 19 '13 at 2:33
add a comment |Â
1
Just to be clear: from the article, the dot product will be your scalar part, and the cross product the vector part, so with dot product: x and scalar product iy + jz + ka the quaternion q would be q = x +iy +jz +ka.
â Vilid
Aug 8 '12 at 21:51
Not exactly. If the dot product is a, and the cross product is (x, y, z), it would be cos(a/2) + (x * sin(a/2))i + (y * sin(a/2))j + ( z * sin(a/2))k. Rotation quaternions are unitary.
â Jeff
Jul 19 '13 at 2:33
1
1
Just to be clear: from the article, the dot product will be your scalar part, and the cross product the vector part, so with dot product: x and scalar product iy + jz + ka the quaternion q would be q = x +iy +jz +ka.
â Vilid
Aug 8 '12 at 21:51
Just to be clear: from the article, the dot product will be your scalar part, and the cross product the vector part, so with dot product: x and scalar product iy + jz + ka the quaternion q would be q = x +iy +jz +ka.
â Vilid
Aug 8 '12 at 21:51
Not exactly. If the dot product is a, and the cross product is (x, y, z), it would be cos(a/2) + (x * sin(a/2))i + (y * sin(a/2))j + ( z * sin(a/2))k. Rotation quaternions are unitary.
â Jeff
Jul 19 '13 at 2:33
Not exactly. If the dot product is a, and the cross product is (x, y, z), it would be cos(a/2) + (x * sin(a/2))i + (y * sin(a/2))j + ( z * sin(a/2))k. Rotation quaternions are unitary.
â Jeff
Jul 19 '13 at 2:33
add a comment |Â
up vote
3
down vote
Use Rodrigues' rotation formula (See the section "Conversion to rotation matrix"). $costheta$ is the dot product of the normalised initial vectors and $sintheta$ can be determined from $sin^2theta + cos^2theta =1$
I don't think $sin theta$ can be determined in that way. There is sign ambiguity. (If it weren't so, then we'd get the same rotation matrix for going from $a$ to $b$ and viceversa.)
â leonbloy
Aug 8 '17 at 23:59
add a comment |Â
up vote
3
down vote
Use Rodrigues' rotation formula (See the section "Conversion to rotation matrix"). $costheta$ is the dot product of the normalised initial vectors and $sintheta$ can be determined from $sin^2theta + cos^2theta =1$
I don't think $sin theta$ can be determined in that way. There is sign ambiguity. (If it weren't so, then we'd get the same rotation matrix for going from $a$ to $b$ and viceversa.)
â leonbloy
Aug 8 '17 at 23:59
add a comment |Â
up vote
3
down vote
up vote
3
down vote
Use Rodrigues' rotation formula (See the section "Conversion to rotation matrix"). $costheta$ is the dot product of the normalised initial vectors and $sintheta$ can be determined from $sin^2theta + cos^2theta =1$
Use Rodrigues' rotation formula (See the section "Conversion to rotation matrix"). $costheta$ is the dot product of the normalised initial vectors and $sintheta$ can be determined from $sin^2theta + cos^2theta =1$
edited Aug 11 '13 at 19:38
Stefan Hansen
20.3k73459
20.3k73459
answered Aug 11 '13 at 19:18
glennr
1311
1311
I don't think $sin theta$ can be determined in that way. There is sign ambiguity. (If it weren't so, then we'd get the same rotation matrix for going from $a$ to $b$ and viceversa.)
â leonbloy
Aug 8 '17 at 23:59
add a comment |Â
I don't think $sin theta$ can be determined in that way. There is sign ambiguity. (If it weren't so, then we'd get the same rotation matrix for going from $a$ to $b$ and viceversa.)
â leonbloy
Aug 8 '17 at 23:59
I don't think $sin theta$ can be determined in that way. There is sign ambiguity. (If it weren't so, then we'd get the same rotation matrix for going from $a$ to $b$ and viceversa.)
â leonbloy
Aug 8 '17 at 23:59
I don't think $sin theta$ can be determined in that way. There is sign ambiguity. (If it weren't so, then we'd get the same rotation matrix for going from $a$ to $b$ and viceversa.)
â leonbloy
Aug 8 '17 at 23:59
add a comment |Â
up vote
3
down vote
Rodrigues's rotation formula gives the result of a rotation of a vector $a$ around a rotation axis $k$ by the angle $theta$. We can make use of this by realizing that, to rotate a unit vector $a$ into $b$, we simply need to rotate $a$ by $pi$ around $(a+b)/2$. With this, one gets the beautiful
$$
R = 2 frac(a+b)(a+b)^T(a+b)^T(a+b) - I.
$$
I can confirm that this works. Checked using Wolfram Mathematica that $Rcdot a=b$ with the assumptions that $||a||=||b||=1$.
â Ruslan
Apr 28 at 19:30
It might be instructive to note that another way of thinking (that of course leads to a very similar result) are Householder reflections
â Bort
May 10 at 19:24
add a comment |Â
up vote
3
down vote
Rodrigues's rotation formula gives the result of a rotation of a vector $a$ around a rotation axis $k$ by the angle $theta$. We can make use of this by realizing that, to rotate a unit vector $a$ into $b$, we simply need to rotate $a$ by $pi$ around $(a+b)/2$. With this, one gets the beautiful
$$
R = 2 frac(a+b)(a+b)^T(a+b)^T(a+b) - I.
$$
I can confirm that this works. Checked using Wolfram Mathematica that $Rcdot a=b$ with the assumptions that $||a||=||b||=1$.
â Ruslan
Apr 28 at 19:30
It might be instructive to note that another way of thinking (that of course leads to a very similar result) are Householder reflections
â Bort
May 10 at 19:24
add a comment |Â
up vote
3
down vote
up vote
3
down vote
Rodrigues's rotation formula gives the result of a rotation of a vector $a$ around a rotation axis $k$ by the angle $theta$. We can make use of this by realizing that, to rotate a unit vector $a$ into $b$, we simply need to rotate $a$ by $pi$ around $(a+b)/2$. With this, one gets the beautiful
$$
R = 2 frac(a+b)(a+b)^T(a+b)^T(a+b) - I.
$$
Rodrigues's rotation formula gives the result of a rotation of a vector $a$ around a rotation axis $k$ by the angle $theta$. We can make use of this by realizing that, to rotate a unit vector $a$ into $b$, we simply need to rotate $a$ by $pi$ around $(a+b)/2$. With this, one gets the beautiful
$$
R = 2 frac(a+b)(a+b)^T(a+b)^T(a+b) - I.
$$
edited Mar 1 at 20:51
answered Mar 1 at 20:43
Nico Schlömer
398113
398113
I can confirm that this works. Checked using Wolfram Mathematica that $Rcdot a=b$ with the assumptions that $||a||=||b||=1$.
â Ruslan
Apr 28 at 19:30
It might be instructive to note that another way of thinking (that of course leads to a very similar result) are Householder reflections
â Bort
May 10 at 19:24
add a comment |Â
I can confirm that this works. Checked using Wolfram Mathematica that $Rcdot a=b$ with the assumptions that $||a||=||b||=1$.
â Ruslan
Apr 28 at 19:30
It might be instructive to note that another way of thinking (that of course leads to a very similar result) are Householder reflections
â Bort
May 10 at 19:24
I can confirm that this works. Checked using Wolfram Mathematica that $Rcdot a=b$ with the assumptions that $||a||=||b||=1$.
â Ruslan
Apr 28 at 19:30
I can confirm that this works. Checked using Wolfram Mathematica that $Rcdot a=b$ with the assumptions that $||a||=||b||=1$.
â Ruslan
Apr 28 at 19:30
It might be instructive to note that another way of thinking (that of course leads to a very similar result) are Householder reflections
â Bort
May 10 at 19:24
It might be instructive to note that another way of thinking (that of course leads to a very similar result) are Householder reflections
â Bort
May 10 at 19:24
add a comment |Â
up vote
2
down vote
Here is a Matlab function that can be used to calculated the rotation from one vector to another.
Example 1:
>> v1=[1 2 3]';
>> v2=[4 5 6]';
>> fcn_RotationFromTwoVectors(v1, v2)
ans =
0.9789 0.0829 0.1870
-0.0998 0.9915 0.0829
-0.1785 -0.0998 0.9789
Example 2:
>> v1=[1 2 0]';
>> v2=[3 4 0]';
>> fcn_RotationFromTwoVectors(v1, v2)
ans =
0.9839 0.1789 0
-0.1789 0.9839 0
0 0 1.0000
Function:
function R=fcn_RotationFromTwoVectors(v1, v2)
% R*v1=v2
% v1 and v2 should be column vectors and 3x1
% 1. rotation vector
w=cross(v1,v2);
w=w/norm(w);
w_hat=fcn_GetSkew(w);
% 2. rotation angle
cos_tht=v1'*v2/norm(v1)/norm(v2);
tht=acos(cos_tht);
% 3. rotation matrix, using Rodrigues' formula
R=eye(size(v1,1))+w_hat*sin(tht)+w_hat^2*(1-cos(tht));
function x_skew=fcn_GetSkew(x)
x_skew=[0 -x(3) x(2);
x(3) 0 -x(1);
-x(2) x(1) 0];
add a comment |Â
up vote
2
down vote
Here is a Matlab function that can be used to calculated the rotation from one vector to another.
Example 1:
>> v1=[1 2 3]';
>> v2=[4 5 6]';
>> fcn_RotationFromTwoVectors(v1, v2)
ans =
0.9789 0.0829 0.1870
-0.0998 0.9915 0.0829
-0.1785 -0.0998 0.9789
Example 2:
>> v1=[1 2 0]';
>> v2=[3 4 0]';
>> fcn_RotationFromTwoVectors(v1, v2)
ans =
0.9839 0.1789 0
-0.1789 0.9839 0
0 0 1.0000
Function:
function R=fcn_RotationFromTwoVectors(v1, v2)
% R*v1=v2
% v1 and v2 should be column vectors and 3x1
% 1. rotation vector
w=cross(v1,v2);
w=w/norm(w);
w_hat=fcn_GetSkew(w);
% 2. rotation angle
cos_tht=v1'*v2/norm(v1)/norm(v2);
tht=acos(cos_tht);
% 3. rotation matrix, using Rodrigues' formula
R=eye(size(v1,1))+w_hat*sin(tht)+w_hat^2*(1-cos(tht));
function x_skew=fcn_GetSkew(x)
x_skew=[0 -x(3) x(2);
x(3) 0 -x(1);
-x(2) x(1) 0];
add a comment |Â
up vote
2
down vote
up vote
2
down vote
Here is a Matlab function that can be used to calculated the rotation from one vector to another.
Example 1:
>> v1=[1 2 3]';
>> v2=[4 5 6]';
>> fcn_RotationFromTwoVectors(v1, v2)
ans =
0.9789 0.0829 0.1870
-0.0998 0.9915 0.0829
-0.1785 -0.0998 0.9789
Example 2:
>> v1=[1 2 0]';
>> v2=[3 4 0]';
>> fcn_RotationFromTwoVectors(v1, v2)
ans =
0.9839 0.1789 0
-0.1789 0.9839 0
0 0 1.0000
Function:
function R=fcn_RotationFromTwoVectors(v1, v2)
% R*v1=v2
% v1 and v2 should be column vectors and 3x1
% 1. rotation vector
w=cross(v1,v2);
w=w/norm(w);
w_hat=fcn_GetSkew(w);
% 2. rotation angle
cos_tht=v1'*v2/norm(v1)/norm(v2);
tht=acos(cos_tht);
% 3. rotation matrix, using Rodrigues' formula
R=eye(size(v1,1))+w_hat*sin(tht)+w_hat^2*(1-cos(tht));
function x_skew=fcn_GetSkew(x)
x_skew=[0 -x(3) x(2);
x(3) 0 -x(1);
-x(2) x(1) 0];
Here is a Matlab function that can be used to calculated the rotation from one vector to another.
Example 1:
>> v1=[1 2 3]';
>> v2=[4 5 6]';
>> fcn_RotationFromTwoVectors(v1, v2)
ans =
0.9789 0.0829 0.1870
-0.0998 0.9915 0.0829
-0.1785 -0.0998 0.9789
Example 2:
>> v1=[1 2 0]';
>> v2=[3 4 0]';
>> fcn_RotationFromTwoVectors(v1, v2)
ans =
0.9839 0.1789 0
-0.1789 0.9839 0
0 0 1.0000
Function:
function R=fcn_RotationFromTwoVectors(v1, v2)
% R*v1=v2
% v1 and v2 should be column vectors and 3x1
% 1. rotation vector
w=cross(v1,v2);
w=w/norm(w);
w_hat=fcn_GetSkew(w);
% 2. rotation angle
cos_tht=v1'*v2/norm(v1)/norm(v2);
tht=acos(cos_tht);
% 3. rotation matrix, using Rodrigues' formula
R=eye(size(v1,1))+w_hat*sin(tht)+w_hat^2*(1-cos(tht));
function x_skew=fcn_GetSkew(x)
x_skew=[0 -x(3) x(2);
x(3) 0 -x(1);
-x(2) x(1) 0];
edited May 8 '15 at 16:41
Kuba Ober
466413
466413
answered Jan 25 '15 at 19:34
Shiyu
2,53321830
2,53321830
add a comment |Â
add a comment |Â
up vote
2
down vote
As you read from the thread: http://forums.cgsociety.org/archive/index.php/t-741227.html
Note that this will not align all 3 axes of the teapots, only the Z axis. We have no knowledge of the full orientation of the teapots in space, only know where the Z are pointing at. theTM will be the value you are looking for.
There is NO unique Matrix that could rotate one unit vector to another. Simply because the solution to 3 equations with 9 arguments does not unique.
Since you have the plane (not only the normal vector), a way to find a unique rotation matrix between two coordinate system would be: do the non-unique rotation twice!
That is
- Find a orthogonal vector in the same plane of interest with A and B respectively. Say $A_o bot A$ in the original plane and $B_o bot B$ in the target plane.
- use previous answers: This or this to find the rotation matrix within the $Atimes B$ plane. Assume matrix is $U_AB$
- Apply the matrix $U_AB$ to $A_o$ result in a new $B'_o=U_ABA_o$.
- This $B'_o$ can be used as one of the new inputs to the same rotation funtion from the previous answers together with $B_o$. Another rotation matrix $U_B'B$ is calculated in $B'times B$ plane.
- Since $B'times B$ plane is perpendicular to $A$, $U_B'B$ would not influence the transform of $Ato B$. i.e. $B=U_ABA=U_B'BU_ABA$. and the final coordinate transform matrix should be $U=U_B'BU_AB$
- consider yourself for corner cases. :)
validate:
function:
% Implementation of Rik's Answer:
ssc = @(v) [0 -v(3) v(2); v(3) 0 -v(1); -v(2) v(1) 0];
RU = @(A,B) eye(3) + ssc(cross(A,B)) + ...
ssc(cross(A,B))^2*(1-dot(A,B))/(norm(cross(A,B))^2);
Test:
> a=[1 0 0]'; b=[0 1 0]';
> ao=[0 1 0]'; bo=[-sqrt(2)/2,0,sqrt(2)/2]';
> Uab = RU(a,b);
> Ucd = RU(Uab*ao,bo);
> U = Ucd*Uab;
> norm(b-U*a) % does Ucd influence a to b?
ans = 0
> norm(bo-U*ao) % does Ucd influence a-orthogonal and b-orthogonal?
ans = 0
> U
U =
0 -0.7071 0.7071
1.0000 0 0
0 0.7071 0.7071
Please, use Latex.
â Mithlesh Upadhyay
Jul 15 '16 at 9:21
@MithleshUpadhyay I don't get it? I feel somewhat difficult when editing answers but I did use some LaTeX for equations. They looks nice on my screen. Is there anything I can do better? If there are tricks and tips I'm willing to hear from you.
â Kangqiao Zhao
Jul 19 '16 at 11:47
add a comment |Â
up vote
2
down vote
As you read from the thread: http://forums.cgsociety.org/archive/index.php/t-741227.html
Note that this will not align all 3 axes of the teapots, only the Z axis. We have no knowledge of the full orientation of the teapots in space, only know where the Z are pointing at. theTM will be the value you are looking for.
There is NO unique Matrix that could rotate one unit vector to another. Simply because the solution to 3 equations with 9 arguments does not unique.
Since you have the plane (not only the normal vector), a way to find a unique rotation matrix between two coordinate system would be: do the non-unique rotation twice!
That is
- Find a orthogonal vector in the same plane of interest with A and B respectively. Say $A_o bot A$ in the original plane and $B_o bot B$ in the target plane.
- use previous answers: This or this to find the rotation matrix within the $Atimes B$ plane. Assume matrix is $U_AB$
- Apply the matrix $U_AB$ to $A_o$ result in a new $B'_o=U_ABA_o$.
- This $B'_o$ can be used as one of the new inputs to the same rotation funtion from the previous answers together with $B_o$. Another rotation matrix $U_B'B$ is calculated in $B'times B$ plane.
- Since $B'times B$ plane is perpendicular to $A$, $U_B'B$ would not influence the transform of $Ato B$. i.e. $B=U_ABA=U_B'BU_ABA$. and the final coordinate transform matrix should be $U=U_B'BU_AB$
- consider yourself for corner cases. :)
validate:
function:
% Implementation of Rik's Answer:
ssc = @(v) [0 -v(3) v(2); v(3) 0 -v(1); -v(2) v(1) 0];
RU = @(A,B) eye(3) + ssc(cross(A,B)) + ...
ssc(cross(A,B))^2*(1-dot(A,B))/(norm(cross(A,B))^2);
Test:
> a=[1 0 0]'; b=[0 1 0]';
> ao=[0 1 0]'; bo=[-sqrt(2)/2,0,sqrt(2)/2]';
> Uab = RU(a,b);
> Ucd = RU(Uab*ao,bo);
> U = Ucd*Uab;
> norm(b-U*a) % does Ucd influence a to b?
ans = 0
> norm(bo-U*ao) % does Ucd influence a-orthogonal and b-orthogonal?
ans = 0
> U
U =
0 -0.7071 0.7071
1.0000 0 0
0 0.7071 0.7071
Please, use Latex.
â Mithlesh Upadhyay
Jul 15 '16 at 9:21
@MithleshUpadhyay I don't get it? I feel somewhat difficult when editing answers but I did use some LaTeX for equations. They looks nice on my screen. Is there anything I can do better? If there are tricks and tips I'm willing to hear from you.
â Kangqiao Zhao
Jul 19 '16 at 11:47
add a comment |Â
up vote
2
down vote
up vote
2
down vote
As you read from the thread: http://forums.cgsociety.org/archive/index.php/t-741227.html
Note that this will not align all 3 axes of the teapots, only the Z axis. We have no knowledge of the full orientation of the teapots in space, only know where the Z are pointing at. theTM will be the value you are looking for.
There is NO unique Matrix that could rotate one unit vector to another. Simply because the solution to 3 equations with 9 arguments does not unique.
Since you have the plane (not only the normal vector), a way to find a unique rotation matrix between two coordinate system would be: do the non-unique rotation twice!
That is
- Find a orthogonal vector in the same plane of interest with A and B respectively. Say $A_o bot A$ in the original plane and $B_o bot B$ in the target plane.
- use previous answers: This or this to find the rotation matrix within the $Atimes B$ plane. Assume matrix is $U_AB$
- Apply the matrix $U_AB$ to $A_o$ result in a new $B'_o=U_ABA_o$.
- This $B'_o$ can be used as one of the new inputs to the same rotation funtion from the previous answers together with $B_o$. Another rotation matrix $U_B'B$ is calculated in $B'times B$ plane.
- Since $B'times B$ plane is perpendicular to $A$, $U_B'B$ would not influence the transform of $Ato B$. i.e. $B=U_ABA=U_B'BU_ABA$. and the final coordinate transform matrix should be $U=U_B'BU_AB$
- consider yourself for corner cases. :)
validate:
function:
% Implementation of Rik's Answer:
ssc = @(v) [0 -v(3) v(2); v(3) 0 -v(1); -v(2) v(1) 0];
RU = @(A,B) eye(3) + ssc(cross(A,B)) + ...
ssc(cross(A,B))^2*(1-dot(A,B))/(norm(cross(A,B))^2);
Test:
> a=[1 0 0]'; b=[0 1 0]';
> ao=[0 1 0]'; bo=[-sqrt(2)/2,0,sqrt(2)/2]';
> Uab = RU(a,b);
> Ucd = RU(Uab*ao,bo);
> U = Ucd*Uab;
> norm(b-U*a) % does Ucd influence a to b?
ans = 0
> norm(bo-U*ao) % does Ucd influence a-orthogonal and b-orthogonal?
ans = 0
> U
U =
0 -0.7071 0.7071
1.0000 0 0
0 0.7071 0.7071
As you read from the thread: http://forums.cgsociety.org/archive/index.php/t-741227.html
Note that this will not align all 3 axes of the teapots, only the Z axis. We have no knowledge of the full orientation of the teapots in space, only know where the Z are pointing at. theTM will be the value you are looking for.
There is NO unique Matrix that could rotate one unit vector to another. Simply because the solution to 3 equations with 9 arguments does not unique.
Since you have the plane (not only the normal vector), a way to find a unique rotation matrix between two coordinate system would be: do the non-unique rotation twice!
That is
- Find a orthogonal vector in the same plane of interest with A and B respectively. Say $A_o bot A$ in the original plane and $B_o bot B$ in the target plane.
- use previous answers: This or this to find the rotation matrix within the $Atimes B$ plane. Assume matrix is $U_AB$
- Apply the matrix $U_AB$ to $A_o$ result in a new $B'_o=U_ABA_o$.
- This $B'_o$ can be used as one of the new inputs to the same rotation funtion from the previous answers together with $B_o$. Another rotation matrix $U_B'B$ is calculated in $B'times B$ plane.
- Since $B'times B$ plane is perpendicular to $A$, $U_B'B$ would not influence the transform of $Ato B$. i.e. $B=U_ABA=U_B'BU_ABA$. and the final coordinate transform matrix should be $U=U_B'BU_AB$
- consider yourself for corner cases. :)
validate:
function:
% Implementation of Rik's Answer:
ssc = @(v) [0 -v(3) v(2); v(3) 0 -v(1); -v(2) v(1) 0];
RU = @(A,B) eye(3) + ssc(cross(A,B)) + ...
ssc(cross(A,B))^2*(1-dot(A,B))/(norm(cross(A,B))^2);
Test:
> a=[1 0 0]'; b=[0 1 0]';
> ao=[0 1 0]'; bo=[-sqrt(2)/2,0,sqrt(2)/2]';
> Uab = RU(a,b);
> Ucd = RU(Uab*ao,bo);
> U = Ucd*Uab;
> norm(b-U*a) % does Ucd influence a to b?
ans = 0
> norm(bo-U*ao) % does Ucd influence a-orthogonal and b-orthogonal?
ans = 0
> U
U =
0 -0.7071 0.7071
1.0000 0 0
0 0.7071 0.7071
edited Apr 13 '17 at 12:20
Communityâ¦
1
1
answered Jul 15 '16 at 8:57
Kangqiao Zhao
211
211
Please, use Latex.
â Mithlesh Upadhyay
Jul 15 '16 at 9:21
@MithleshUpadhyay I don't get it? I feel somewhat difficult when editing answers but I did use some LaTeX for equations. They looks nice on my screen. Is there anything I can do better? If there are tricks and tips I'm willing to hear from you.
â Kangqiao Zhao
Jul 19 '16 at 11:47
add a comment |Â
Please, use Latex.
â Mithlesh Upadhyay
Jul 15 '16 at 9:21
@MithleshUpadhyay I don't get it? I feel somewhat difficult when editing answers but I did use some LaTeX for equations. They looks nice on my screen. Is there anything I can do better? If there are tricks and tips I'm willing to hear from you.
â Kangqiao Zhao
Jul 19 '16 at 11:47
Please, use Latex.
â Mithlesh Upadhyay
Jul 15 '16 at 9:21
Please, use Latex.
â Mithlesh Upadhyay
Jul 15 '16 at 9:21
@MithleshUpadhyay I don't get it? I feel somewhat difficult when editing answers but I did use some LaTeX for equations. They looks nice on my screen. Is there anything I can do better? If there are tricks and tips I'm willing to hear from you.
â Kangqiao Zhao
Jul 19 '16 at 11:47
@MithleshUpadhyay I don't get it? I feel somewhat difficult when editing answers but I did use some LaTeX for equations. They looks nice on my screen. Is there anything I can do better? If there are tricks and tips I'm willing to hear from you.
â Kangqiao Zhao
Jul 19 '16 at 11:47
add a comment |Â
up vote
1
down vote
You can easily do all this operation using the Vector3 library.
The following four steps worked for me.
Vector3 axis = Vector3.CrossProduct(v1, v2);
if (axis.Magnitude != 0)
axis.Normalize();
Vector3D vAxis = new Vector3D(axis.X, axis.Y, axis.Z);
Matrix3D m = Matrix3D.Identity;
Quaternion q = new Quaternion(vAxis, AngleFromZaxis);
m.RotateAt(q, centerPoint);
MatrixTransform3D mT = new MatrixTransform3D(m);
group.Children.Add(mT);
myModel.Transform = group;
1
You use an undeclared variable AngleFromZaxis in your example there. And group. Hmm this code is a bit of a mess unfortunately.
â Andrew Hundt
Apr 30 '15 at 21:39
add a comment |Â
up vote
1
down vote
You can easily do all this operation using the Vector3 library.
The following four steps worked for me.
Vector3 axis = Vector3.CrossProduct(v1, v2);
if (axis.Magnitude != 0)
axis.Normalize();
Vector3D vAxis = new Vector3D(axis.X, axis.Y, axis.Z);
Matrix3D m = Matrix3D.Identity;
Quaternion q = new Quaternion(vAxis, AngleFromZaxis);
m.RotateAt(q, centerPoint);
MatrixTransform3D mT = new MatrixTransform3D(m);
group.Children.Add(mT);
myModel.Transform = group;
1
You use an undeclared variable AngleFromZaxis in your example there. And group. Hmm this code is a bit of a mess unfortunately.
â Andrew Hundt
Apr 30 '15 at 21:39
add a comment |Â
up vote
1
down vote
up vote
1
down vote
You can easily do all this operation using the Vector3 library.
The following four steps worked for me.
Vector3 axis = Vector3.CrossProduct(v1, v2);
if (axis.Magnitude != 0)
axis.Normalize();
Vector3D vAxis = new Vector3D(axis.X, axis.Y, axis.Z);
Matrix3D m = Matrix3D.Identity;
Quaternion q = new Quaternion(vAxis, AngleFromZaxis);
m.RotateAt(q, centerPoint);
MatrixTransform3D mT = new MatrixTransform3D(m);
group.Children.Add(mT);
myModel.Transform = group;
You can easily do all this operation using the Vector3 library.
The following four steps worked for me.
Vector3 axis = Vector3.CrossProduct(v1, v2);
if (axis.Magnitude != 0)
axis.Normalize();
Vector3D vAxis = new Vector3D(axis.X, axis.Y, axis.Z);
Matrix3D m = Matrix3D.Identity;
Quaternion q = new Quaternion(vAxis, AngleFromZaxis);
m.RotateAt(q, centerPoint);
MatrixTransform3D mT = new MatrixTransform3D(m);
group.Children.Add(mT);
myModel.Transform = group;
edited Aug 6 '15 at 19:09
Kuba Ober
466413
466413
answered Feb 19 '13 at 0:04
Shanmuga Sundaram
111
111
1
You use an undeclared variable AngleFromZaxis in your example there. And group. Hmm this code is a bit of a mess unfortunately.
â Andrew Hundt
Apr 30 '15 at 21:39
add a comment |Â
1
You use an undeclared variable AngleFromZaxis in your example there. And group. Hmm this code is a bit of a mess unfortunately.
â Andrew Hundt
Apr 30 '15 at 21:39
1
1
You use an undeclared variable AngleFromZaxis in your example there. And group. Hmm this code is a bit of a mess unfortunately.
â Andrew Hundt
Apr 30 '15 at 21:39
You use an undeclared variable AngleFromZaxis in your example there. And group. Hmm this code is a bit of a mess unfortunately.
â Andrew Hundt
Apr 30 '15 at 21:39
add a comment |Â
up vote
1
down vote
General solution for n dimensions in matlab / octave:
%% Build input data
n = 4;
a = randn(n,1);
b = randn(n,1);
%% Compute Q = rotation matrix
A = a*b';
[V,D] = eig(A'+A);
[~,idx] = min(diag(D));
v = V(:,idx);
Q = eye(n) - 2*(v*v');
%% Validate Q is correct
b_hat = Q'*a*norm(b)/norm(a);
disp(['norm of error = ' num2str(norm(b_hat-b))])
disp(['eigenvalues of Q = ' num2str(eig(Q)')])
add a comment |Â
up vote
1
down vote
General solution for n dimensions in matlab / octave:
%% Build input data
n = 4;
a = randn(n,1);
b = randn(n,1);
%% Compute Q = rotation matrix
A = a*b';
[V,D] = eig(A'+A);
[~,idx] = min(diag(D));
v = V(:,idx);
Q = eye(n) - 2*(v*v');
%% Validate Q is correct
b_hat = Q'*a*norm(b)/norm(a);
disp(['norm of error = ' num2str(norm(b_hat-b))])
disp(['eigenvalues of Q = ' num2str(eig(Q)')])
add a comment |Â
up vote
1
down vote
up vote
1
down vote
General solution for n dimensions in matlab / octave:
%% Build input data
n = 4;
a = randn(n,1);
b = randn(n,1);
%% Compute Q = rotation matrix
A = a*b';
[V,D] = eig(A'+A);
[~,idx] = min(diag(D));
v = V(:,idx);
Q = eye(n) - 2*(v*v');
%% Validate Q is correct
b_hat = Q'*a*norm(b)/norm(a);
disp(['norm of error = ' num2str(norm(b_hat-b))])
disp(['eigenvalues of Q = ' num2str(eig(Q)')])
General solution for n dimensions in matlab / octave:
%% Build input data
n = 4;
a = randn(n,1);
b = randn(n,1);
%% Compute Q = rotation matrix
A = a*b';
[V,D] = eig(A'+A);
[~,idx] = min(diag(D));
v = V(:,idx);
Q = eye(n) - 2*(v*v');
%% Validate Q is correct
b_hat = Q'*a*norm(b)/norm(a);
disp(['norm of error = ' num2str(norm(b_hat-b))])
disp(['eigenvalues of Q = ' num2str(eig(Q)')])
edited May 13 '17 at 20:41
NoseKnowsAll
1,870920
1,870920
answered Sep 6 '16 at 21:24
Orion
112
112
add a comment |Â
add a comment |Â
up vote
1
down vote
You could say you are looking for a transformation between two orthonormal bases:
$$
M*[veci,vecj,veck]=[veci',vecj',veck']
$$
where
- $veci$ and $veci'$ are the two vectors in question ("from" and "to")
and the missing parts can be picked in a way which suits the purpose:
- $vecj=vecj'=fracvecitimesveci'$, the axis of rotation, which is left in place and is orthogonal to the $veci,veci'$ plane (and has to be normalized)
- $veck=vecitimesvecj, veck'=veci'timesvecj'$, because you need a pair of 3rd vectors for completing the bases.
Since $[veci,vecj,veck]$ is an orthogonal matrix, there is no need for 'real' inversion and the transformation is
$$
M=[veci',vecj',veck']*[veci,vecj,veck]^T
$$
Except when $veci,veci'$ do not stretch a plane (and thus $||vecitimesveci'||=0$). This calculation will not produce $I$, e.g. dies on both $veci=veci'$ and $veci=-veci'$
Disclaimer: Sorry about the necro, and especially for the partial repeat: I see Kjetil's answer, but I simply do not understand what and why that skewed matrix is doing there, and while Kuba's answer says it builds on Kjetil's, it introduces trigonometry on top of that, slightly defeating the idea (of course I understand that the trigonometric part is expressed with dot/cross products at the end)
Plus this was my first time with LaTeX, I feel $veci~veci'$ look a bit too similar, but $veci~veci'$ is just plain ugly. And writing that fraction properly is way above me.
add a comment |Â
up vote
1
down vote
You could say you are looking for a transformation between two orthonormal bases:
$$
M*[veci,vecj,veck]=[veci',vecj',veck']
$$
where
- $veci$ and $veci'$ are the two vectors in question ("from" and "to")
and the missing parts can be picked in a way which suits the purpose:
- $vecj=vecj'=fracvecitimesveci'$, the axis of rotation, which is left in place and is orthogonal to the $veci,veci'$ plane (and has to be normalized)
- $veck=vecitimesvecj, veck'=veci'timesvecj'$, because you need a pair of 3rd vectors for completing the bases.
Since $[veci,vecj,veck]$ is an orthogonal matrix, there is no need for 'real' inversion and the transformation is
$$
M=[veci',vecj',veck']*[veci,vecj,veck]^T
$$
Except when $veci,veci'$ do not stretch a plane (and thus $||vecitimesveci'||=0$). This calculation will not produce $I$, e.g. dies on both $veci=veci'$ and $veci=-veci'$
Disclaimer: Sorry about the necro, and especially for the partial repeat: I see Kjetil's answer, but I simply do not understand what and why that skewed matrix is doing there, and while Kuba's answer says it builds on Kjetil's, it introduces trigonometry on top of that, slightly defeating the idea (of course I understand that the trigonometric part is expressed with dot/cross products at the end)
Plus this was my first time with LaTeX, I feel $veci~veci'$ look a bit too similar, but $veci~veci'$ is just plain ugly. And writing that fraction properly is way above me.
add a comment |Â
up vote
1
down vote
up vote
1
down vote
You could say you are looking for a transformation between two orthonormal bases:
$$
M*[veci,vecj,veck]=[veci',vecj',veck']
$$
where
- $veci$ and $veci'$ are the two vectors in question ("from" and "to")
and the missing parts can be picked in a way which suits the purpose:
- $vecj=vecj'=fracvecitimesveci'$, the axis of rotation, which is left in place and is orthogonal to the $veci,veci'$ plane (and has to be normalized)
- $veck=vecitimesvecj, veck'=veci'timesvecj'$, because you need a pair of 3rd vectors for completing the bases.
Since $[veci,vecj,veck]$ is an orthogonal matrix, there is no need for 'real' inversion and the transformation is
$$
M=[veci',vecj',veck']*[veci,vecj,veck]^T
$$
Except when $veci,veci'$ do not stretch a plane (and thus $||vecitimesveci'||=0$). This calculation will not produce $I$, e.g. dies on both $veci=veci'$ and $veci=-veci'$
Disclaimer: Sorry about the necro, and especially for the partial repeat: I see Kjetil's answer, but I simply do not understand what and why that skewed matrix is doing there, and while Kuba's answer says it builds on Kjetil's, it introduces trigonometry on top of that, slightly defeating the idea (of course I understand that the trigonometric part is expressed with dot/cross products at the end)
Plus this was my first time with LaTeX, I feel $veci~veci'$ look a bit too similar, but $veci~veci'$ is just plain ugly. And writing that fraction properly is way above me.
You could say you are looking for a transformation between two orthonormal bases:
$$
M*[veci,vecj,veck]=[veci',vecj',veck']
$$
where
- $veci$ and $veci'$ are the two vectors in question ("from" and "to")
and the missing parts can be picked in a way which suits the purpose:
- $vecj=vecj'=fracvecitimesveci'$, the axis of rotation, which is left in place and is orthogonal to the $veci,veci'$ plane (and has to be normalized)
- $veck=vecitimesvecj, veck'=veci'timesvecj'$, because you need a pair of 3rd vectors for completing the bases.
Since $[veci,vecj,veck]$ is an orthogonal matrix, there is no need for 'real' inversion and the transformation is
$$
M=[veci',vecj',veck']*[veci,vecj,veck]^T
$$
Except when $veci,veci'$ do not stretch a plane (and thus $||vecitimesveci'||=0$). This calculation will not produce $I$, e.g. dies on both $veci=veci'$ and $veci=-veci'$
Disclaimer: Sorry about the necro, and especially for the partial repeat: I see Kjetil's answer, but I simply do not understand what and why that skewed matrix is doing there, and while Kuba's answer says it builds on Kjetil's, it introduces trigonometry on top of that, slightly defeating the idea (of course I understand that the trigonometric part is expressed with dot/cross products at the end)
Plus this was my first time with LaTeX, I feel $veci~veci'$ look a bit too similar, but $veci~veci'$ is just plain ugly. And writing that fraction properly is way above me.
edited Feb 27 at 19:43
Yves Daoust
113k665207
113k665207
answered Oct 13 '17 at 10:29
tevemadar
1964
1964
add a comment |Â
add a comment |Â
up vote
0
down vote
Here's how to find the transformation from one triangle to another.
First triangle has vertices $a,b,c$ and normal $n$ and second triangle has vertices $a',b',c'$ and normal $n'$.
First we will find transformation $f(x)=Mx+t$ from reference triangle to the first triangle and another transformation $g(x)=M'x+t'$ from reference triangle to the second triangle. Then the transformation mapping first triangle to the second is $$T(x) = g(f^-1(x)) = M'(M^-1(x-t)) + t' = Rx + s$$
where $R = M'M^-1$ and $s = -M'M^-1t + t'$.
As the reference triangle we will use triangle with vertices $(0,0,0),(1,0,0),(0,1,0)$ and normal $(0,0,1)$
Then:
$$M = [ b-a, c-a, n]$$
$$t = a $$
$$M' = [ b'-a', c'-a', n' ] $$
$$t' = a' $$
You have to be cautious and give vertices $a,b,c$ and $a',b',c'$ in right order. This has to satisfy $((b-a)times (c-a))cdot n > 0$ and the same for second triangle.
If those two triangles are not the same then matrix $R$ will not be orthogonal. But we can find isometry which maps one triangle to the another as close as possible in some sense. For this you can use Kabsch algorithm which is well explained here.
add a comment |Â
up vote
0
down vote
Here's how to find the transformation from one triangle to another.
First triangle has vertices $a,b,c$ and normal $n$ and second triangle has vertices $a',b',c'$ and normal $n'$.
First we will find transformation $f(x)=Mx+t$ from reference triangle to the first triangle and another transformation $g(x)=M'x+t'$ from reference triangle to the second triangle. Then the transformation mapping first triangle to the second is $$T(x) = g(f^-1(x)) = M'(M^-1(x-t)) + t' = Rx + s$$
where $R = M'M^-1$ and $s = -M'M^-1t + t'$.
As the reference triangle we will use triangle with vertices $(0,0,0),(1,0,0),(0,1,0)$ and normal $(0,0,1)$
Then:
$$M = [ b-a, c-a, n]$$
$$t = a $$
$$M' = [ b'-a', c'-a', n' ] $$
$$t' = a' $$
You have to be cautious and give vertices $a,b,c$ and $a',b',c'$ in right order. This has to satisfy $((b-a)times (c-a))cdot n > 0$ and the same for second triangle.
If those two triangles are not the same then matrix $R$ will not be orthogonal. But we can find isometry which maps one triangle to the another as close as possible in some sense. For this you can use Kabsch algorithm which is well explained here.
add a comment |Â
up vote
0
down vote
up vote
0
down vote
Here's how to find the transformation from one triangle to another.
First triangle has vertices $a,b,c$ and normal $n$ and second triangle has vertices $a',b',c'$ and normal $n'$.
First we will find transformation $f(x)=Mx+t$ from reference triangle to the first triangle and another transformation $g(x)=M'x+t'$ from reference triangle to the second triangle. Then the transformation mapping first triangle to the second is $$T(x) = g(f^-1(x)) = M'(M^-1(x-t)) + t' = Rx + s$$
where $R = M'M^-1$ and $s = -M'M^-1t + t'$.
As the reference triangle we will use triangle with vertices $(0,0,0),(1,0,0),(0,1,0)$ and normal $(0,0,1)$
Then:
$$M = [ b-a, c-a, n]$$
$$t = a $$
$$M' = [ b'-a', c'-a', n' ] $$
$$t' = a' $$
You have to be cautious and give vertices $a,b,c$ and $a',b',c'$ in right order. This has to satisfy $((b-a)times (c-a))cdot n > 0$ and the same for second triangle.
If those two triangles are not the same then matrix $R$ will not be orthogonal. But we can find isometry which maps one triangle to the another as close as possible in some sense. For this you can use Kabsch algorithm which is well explained here.
Here's how to find the transformation from one triangle to another.
First triangle has vertices $a,b,c$ and normal $n$ and second triangle has vertices $a',b',c'$ and normal $n'$.
First we will find transformation $f(x)=Mx+t$ from reference triangle to the first triangle and another transformation $g(x)=M'x+t'$ from reference triangle to the second triangle. Then the transformation mapping first triangle to the second is $$T(x) = g(f^-1(x)) = M'(M^-1(x-t)) + t' = Rx + s$$
where $R = M'M^-1$ and $s = -M'M^-1t + t'$.
As the reference triangle we will use triangle with vertices $(0,0,0),(1,0,0),(0,1,0)$ and normal $(0,0,1)$
Then:
$$M = [ b-a, c-a, n]$$
$$t = a $$
$$M' = [ b'-a', c'-a', n' ] $$
$$t' = a' $$
You have to be cautious and give vertices $a,b,c$ and $a',b',c'$ in right order. This has to satisfy $((b-a)times (c-a))cdot n > 0$ and the same for second triangle.
If those two triangles are not the same then matrix $R$ will not be orthogonal. But we can find isometry which maps one triangle to the another as close as possible in some sense. For this you can use Kabsch algorithm which is well explained here.
edited Dec 16 '13 at 19:55
meetar
1125
1125
answered Aug 26 '13 at 6:33
tom
2,77511030
2,77511030
add a comment |Â
add a comment |Â
up vote
0
down vote
This is an interesting problem. It guarantees that you rotate the unit vector $a$ to coincide with $b$. Still it would not be enough to rotate a rigid body to make it coincide with another. I will post an example of this below but first let me point a few important references. @glennr correctly pointed out the Rodrigues rotation formula . Note that this formula is the same as the one shown by @Jur var den vec here. The scaling factors are due to normalization of the cross and dot products since the vector $v$ in the Wikipedia website (here $a$) is arbitrary and here $a$ is unit. The Wikipedia page only requires vector manipulations (need to be good at taking cross products). Here is an elegant proof that does not depend too much on geometrical constructions but it requires simple linear ordinary differential equations for matrices, in addition to the cross product representation as a matrix operator. The final reference is the most complete document that I have found on this topic. It is titled ROTATION: A review of useful theorems involving proer orthogonal matries referenced to three dimensional physical space.
Now, for an example . This stack exchange link is about a question I posted on the rotation of a tetrahedron. I found and answer to my question by two consecutive rotations of matrices. The apex of the tetrahedron was at $(0,0,sqrt(3))$ and I wanted it to be at $(-1,-1,1)$.
Of course I wanted to verify that all vertices were rotated to their correct place and the product of matrices:
begineqnarray Y = left ( beginarrayccc cos alpha &
-sin alpha & 0 \ sin alpha & cos alpha & 0 \
0 & 0 & 1 endarray right )
= left ( beginarrayccc fracsqrt22 & -fracsqrt22 & 0 \ fracsqrt22 & fracsqrt22 & 0 \
0 & 0 & 1 endarray right )
endeqnarray
and
begineqnarray P = left (
beginarrayccc cos theta & 0 & -sin theta \ 0 & 1 & 0
\ sin theta & 0 & cos theta endarray right )
= left ( beginarrayccc fracsqrt33 & 0 & -fracsqrt2sqrt3 \
0 & 1 & 0 \ fracsqrt2sqrt3 & 0 & fracsqrt33 \ endarray right )
endeqnarray
That is the matrix:
begineqnarray*
frac16 left (
beginarrayccc
sqrt6 & -3sqrt2 & - 2 sqrt3 \
sqrt6 & 3 sqrt2 & -2 sqrt3 \
2 sqrt6 & 0 & 2 sqrt3
endarray
right )
endeqnarray*
did the job.
I thought that the Rodrigues rotation (the one being considered here)
would do the job but it did not. I computed the Rodrigues rotation for this problem. Here is the result:
begineqnarray*
R =
left (
beginarrayccc
fracsqrt3+12 sqrt3 & -fracsqrt3-12 sqrt3 & -frac1sqrt3 \
-fracsqrt3-12 sqrt3 & fracsqrt3+12 sqrt3& -frac1sqrt3 \
frac1sqrt3 & frac1sqrt3 & frac1sqrt3
endarray
right )
endeqnarray*
This matrix correctly maps the vector $(0,0,1)$ into the vector
$frac1sqrt3 (-1,-1,1)$ as promised, but the other three vectors on the base of the pyramid (tetrahedron) are not correctly mapped into their positions.
The meaning of this is that, to map rigid bodies through rotations, there is not a magic formula where only one matrix could be found and instead a multiplication of elementary (or non elmentary) matrices is required to do the job, unless we are lucky. Right?
add a comment |Â
up vote
0
down vote
This is an interesting problem. It guarantees that you rotate the unit vector $a$ to coincide with $b$. Still it would not be enough to rotate a rigid body to make it coincide with another. I will post an example of this below but first let me point a few important references. @glennr correctly pointed out the Rodrigues rotation formula . Note that this formula is the same as the one shown by @Jur var den vec here. The scaling factors are due to normalization of the cross and dot products since the vector $v$ in the Wikipedia website (here $a$) is arbitrary and here $a$ is unit. The Wikipedia page only requires vector manipulations (need to be good at taking cross products). Here is an elegant proof that does not depend too much on geometrical constructions but it requires simple linear ordinary differential equations for matrices, in addition to the cross product representation as a matrix operator. The final reference is the most complete document that I have found on this topic. It is titled ROTATION: A review of useful theorems involving proer orthogonal matries referenced to three dimensional physical space.
Now, for an example . This stack exchange link is about a question I posted on the rotation of a tetrahedron. I found and answer to my question by two consecutive rotations of matrices. The apex of the tetrahedron was at $(0,0,sqrt(3))$ and I wanted it to be at $(-1,-1,1)$.
Of course I wanted to verify that all vertices were rotated to their correct place and the product of matrices:
begineqnarray Y = left ( beginarrayccc cos alpha &
-sin alpha & 0 \ sin alpha & cos alpha & 0 \
0 & 0 & 1 endarray right )
= left ( beginarrayccc fracsqrt22 & -fracsqrt22 & 0 \ fracsqrt22 & fracsqrt22 & 0 \
0 & 0 & 1 endarray right )
endeqnarray
and
begineqnarray P = left (
beginarrayccc cos theta & 0 & -sin theta \ 0 & 1 & 0
\ sin theta & 0 & cos theta endarray right )
= left ( beginarrayccc fracsqrt33 & 0 & -fracsqrt2sqrt3 \
0 & 1 & 0 \ fracsqrt2sqrt3 & 0 & fracsqrt33 \ endarray right )
endeqnarray
That is the matrix:
begineqnarray*
frac16 left (
beginarrayccc
sqrt6 & -3sqrt2 & - 2 sqrt3 \
sqrt6 & 3 sqrt2 & -2 sqrt3 \
2 sqrt6 & 0 & 2 sqrt3
endarray
right )
endeqnarray*
did the job.
I thought that the Rodrigues rotation (the one being considered here)
would do the job but it did not. I computed the Rodrigues rotation for this problem. Here is the result:
begineqnarray*
R =
left (
beginarrayccc
fracsqrt3+12 sqrt3 & -fracsqrt3-12 sqrt3 & -frac1sqrt3 \
-fracsqrt3-12 sqrt3 & fracsqrt3+12 sqrt3& -frac1sqrt3 \
frac1sqrt3 & frac1sqrt3 & frac1sqrt3
endarray
right )
endeqnarray*
This matrix correctly maps the vector $(0,0,1)$ into the vector
$frac1sqrt3 (-1,-1,1)$ as promised, but the other three vectors on the base of the pyramid (tetrahedron) are not correctly mapped into their positions.
The meaning of this is that, to map rigid bodies through rotations, there is not a magic formula where only one matrix could be found and instead a multiplication of elementary (or non elmentary) matrices is required to do the job, unless we are lucky. Right?
add a comment |Â
up vote
0
down vote
up vote
0
down vote
This is an interesting problem. It guarantees that you rotate the unit vector $a$ to coincide with $b$. Still it would not be enough to rotate a rigid body to make it coincide with another. I will post an example of this below but first let me point a few important references. @glennr correctly pointed out the Rodrigues rotation formula . Note that this formula is the same as the one shown by @Jur var den vec here. The scaling factors are due to normalization of the cross and dot products since the vector $v$ in the Wikipedia website (here $a$) is arbitrary and here $a$ is unit. The Wikipedia page only requires vector manipulations (need to be good at taking cross products). Here is an elegant proof that does not depend too much on geometrical constructions but it requires simple linear ordinary differential equations for matrices, in addition to the cross product representation as a matrix operator. The final reference is the most complete document that I have found on this topic. It is titled ROTATION: A review of useful theorems involving proer orthogonal matries referenced to three dimensional physical space.
Now, for an example . This stack exchange link is about a question I posted on the rotation of a tetrahedron. I found and answer to my question by two consecutive rotations of matrices. The apex of the tetrahedron was at $(0,0,sqrt(3))$ and I wanted it to be at $(-1,-1,1)$.
Of course I wanted to verify that all vertices were rotated to their correct place and the product of matrices:
begineqnarray Y = left ( beginarrayccc cos alpha &
-sin alpha & 0 \ sin alpha & cos alpha & 0 \
0 & 0 & 1 endarray right )
= left ( beginarrayccc fracsqrt22 & -fracsqrt22 & 0 \ fracsqrt22 & fracsqrt22 & 0 \
0 & 0 & 1 endarray right )
endeqnarray
and
begineqnarray P = left (
beginarrayccc cos theta & 0 & -sin theta \ 0 & 1 & 0
\ sin theta & 0 & cos theta endarray right )
= left ( beginarrayccc fracsqrt33 & 0 & -fracsqrt2sqrt3 \
0 & 1 & 0 \ fracsqrt2sqrt3 & 0 & fracsqrt33 \ endarray right )
endeqnarray
That is the matrix:
begineqnarray*
frac16 left (
beginarrayccc
sqrt6 & -3sqrt2 & - 2 sqrt3 \
sqrt6 & 3 sqrt2 & -2 sqrt3 \
2 sqrt6 & 0 & 2 sqrt3
endarray
right )
endeqnarray*
did the job.
I thought that the Rodrigues rotation (the one being considered here)
would do the job but it did not. I computed the Rodrigues rotation for this problem. Here is the result:
begineqnarray*
R =
left (
beginarrayccc
fracsqrt3+12 sqrt3 & -fracsqrt3-12 sqrt3 & -frac1sqrt3 \
-fracsqrt3-12 sqrt3 & fracsqrt3+12 sqrt3& -frac1sqrt3 \
frac1sqrt3 & frac1sqrt3 & frac1sqrt3
endarray
right )
endeqnarray*
This matrix correctly maps the vector $(0,0,1)$ into the vector
$frac1sqrt3 (-1,-1,1)$ as promised, but the other three vectors on the base of the pyramid (tetrahedron) are not correctly mapped into their positions.
The meaning of this is that, to map rigid bodies through rotations, there is not a magic formula where only one matrix could be found and instead a multiplication of elementary (or non elmentary) matrices is required to do the job, unless we are lucky. Right?
This is an interesting problem. It guarantees that you rotate the unit vector $a$ to coincide with $b$. Still it would not be enough to rotate a rigid body to make it coincide with another. I will post an example of this below but first let me point a few important references. @glennr correctly pointed out the Rodrigues rotation formula . Note that this formula is the same as the one shown by @Jur var den vec here. The scaling factors are due to normalization of the cross and dot products since the vector $v$ in the Wikipedia website (here $a$) is arbitrary and here $a$ is unit. The Wikipedia page only requires vector manipulations (need to be good at taking cross products). Here is an elegant proof that does not depend too much on geometrical constructions but it requires simple linear ordinary differential equations for matrices, in addition to the cross product representation as a matrix operator. The final reference is the most complete document that I have found on this topic. It is titled ROTATION: A review of useful theorems involving proer orthogonal matries referenced to three dimensional physical space.
Now, for an example . This stack exchange link is about a question I posted on the rotation of a tetrahedron. I found and answer to my question by two consecutive rotations of matrices. The apex of the tetrahedron was at $(0,0,sqrt(3))$ and I wanted it to be at $(-1,-1,1)$.
Of course I wanted to verify that all vertices were rotated to their correct place and the product of matrices:
begineqnarray Y = left ( beginarrayccc cos alpha &
-sin alpha & 0 \ sin alpha & cos alpha & 0 \
0 & 0 & 1 endarray right )
= left ( beginarrayccc fracsqrt22 & -fracsqrt22 & 0 \ fracsqrt22 & fracsqrt22 & 0 \
0 & 0 & 1 endarray right )
endeqnarray
and
begineqnarray P = left (
beginarrayccc cos theta & 0 & -sin theta \ 0 & 1 & 0
\ sin theta & 0 & cos theta endarray right )
= left ( beginarrayccc fracsqrt33 & 0 & -fracsqrt2sqrt3 \
0 & 1 & 0 \ fracsqrt2sqrt3 & 0 & fracsqrt33 \ endarray right )
endeqnarray
That is the matrix:
begineqnarray*
frac16 left (
beginarrayccc
sqrt6 & -3sqrt2 & - 2 sqrt3 \
sqrt6 & 3 sqrt2 & -2 sqrt3 \
2 sqrt6 & 0 & 2 sqrt3
endarray
right )
endeqnarray*
did the job.
I thought that the Rodrigues rotation (the one being considered here)
would do the job but it did not. I computed the Rodrigues rotation for this problem. Here is the result:
begineqnarray*
R =
left (
beginarrayccc
fracsqrt3+12 sqrt3 & -fracsqrt3-12 sqrt3 & -frac1sqrt3 \
-fracsqrt3-12 sqrt3 & fracsqrt3+12 sqrt3& -frac1sqrt3 \
frac1sqrt3 & frac1sqrt3 & frac1sqrt3
endarray
right )
endeqnarray*
This matrix correctly maps the vector $(0,0,1)$ into the vector
$frac1sqrt3 (-1,-1,1)$ as promised, but the other three vectors on the base of the pyramid (tetrahedron) are not correctly mapped into their positions.
The meaning of this is that, to map rigid bodies through rotations, there is not a magic formula where only one matrix could be found and instead a multiplication of elementary (or non elmentary) matrices is required to do the job, unless we are lucky. Right?
edited Apr 13 '17 at 12:20
Communityâ¦
1
1
answered Dec 5 '15 at 20:35
Herman Jaramillo
1,174818
1,174818
add a comment |Â
add a comment |Â
up vote
0
down vote
Kuba Ober and Leyu Wang's answer works great. Here, is a python implementation of the same algorithm.
import numpy as np
import math
def rotation_matrix(A,B):
# a and b are in the form of numpy array
ax = A[0]
ay = A[1]
az = A[2]
bx = B[0]
by = B[1]
bz = B[2]
au = A/(np.sqrt(ax*ax + ay*ay + az*az))
bu = B/(np.sqrt(bx*bx + by*by + bz*bz))
R=np.array([[bu[0]*au[0], bu[0]*au[1], bu[0]*au[2]], [bu[1]*au[0], bu[1]*au[1], bu[1]*au[2]], [bu[2]*au[0], bu[2]*au[1], bu[2]*au[2]] ])
return(R)
add a comment |Â
up vote
0
down vote
Kuba Ober and Leyu Wang's answer works great. Here, is a python implementation of the same algorithm.
import numpy as np
import math
def rotation_matrix(A,B):
# a and b are in the form of numpy array
ax = A[0]
ay = A[1]
az = A[2]
bx = B[0]
by = B[1]
bz = B[2]
au = A/(np.sqrt(ax*ax + ay*ay + az*az))
bu = B/(np.sqrt(bx*bx + by*by + bz*bz))
R=np.array([[bu[0]*au[0], bu[0]*au[1], bu[0]*au[2]], [bu[1]*au[0], bu[1]*au[1], bu[1]*au[2]], [bu[2]*au[0], bu[2]*au[1], bu[2]*au[2]] ])
return(R)
add a comment |Â
up vote
0
down vote
up vote
0
down vote
Kuba Ober and Leyu Wang's answer works great. Here, is a python implementation of the same algorithm.
import numpy as np
import math
def rotation_matrix(A,B):
# a and b are in the form of numpy array
ax = A[0]
ay = A[1]
az = A[2]
bx = B[0]
by = B[1]
bz = B[2]
au = A/(np.sqrt(ax*ax + ay*ay + az*az))
bu = B/(np.sqrt(bx*bx + by*by + bz*bz))
R=np.array([[bu[0]*au[0], bu[0]*au[1], bu[0]*au[2]], [bu[1]*au[0], bu[1]*au[1], bu[1]*au[2]], [bu[2]*au[0], bu[2]*au[1], bu[2]*au[2]] ])
return(R)
Kuba Ober and Leyu Wang's answer works great. Here, is a python implementation of the same algorithm.
import numpy as np
import math
def rotation_matrix(A,B):
# a and b are in the form of numpy array
ax = A[0]
ay = A[1]
az = A[2]
bx = B[0]
by = B[1]
bz = B[2]
au = A/(np.sqrt(ax*ax + ay*ay + az*az))
bu = B/(np.sqrt(bx*bx + by*by + bz*bz))
R=np.array([[bu[0]*au[0], bu[0]*au[1], bu[0]*au[2]], [bu[1]*au[0], bu[1]*au[1], bu[1]*au[2]], [bu[2]*au[0], bu[2]*au[1], bu[2]*au[2]] ])
return(R)
answered Apr 17 '16 at 10:16
Soumya
1
1
add a comment |Â
add a comment |Â
up vote
0
down vote
One way to proceed is as following:
Start by constructing one orthonormal basis for each of the vectors $vecn_1$ and $vecn_2$. This can be done by the trick given in an answer to another question [1]. This will result in two transformation matrices
$$R_1=beginbmatrixvecu_1 & vecv_1 & vecw_1endbmatrix$$
and
$$R_2=beginbmatrixvecu_2 & vecv_2 & vecw_2endbmatrix$$
Then the rotation matrix for aligning $vecn_1$ onto $vecn_2$ becomes
$$R=R_2R_1^Tvecn_1$$
[1] https://math.stackexchange.com/q/712065
add a comment |Â
up vote
0
down vote
One way to proceed is as following:
Start by constructing one orthonormal basis for each of the vectors $vecn_1$ and $vecn_2$. This can be done by the trick given in an answer to another question [1]. This will result in two transformation matrices
$$R_1=beginbmatrixvecu_1 & vecv_1 & vecw_1endbmatrix$$
and
$$R_2=beginbmatrixvecu_2 & vecv_2 & vecw_2endbmatrix$$
Then the rotation matrix for aligning $vecn_1$ onto $vecn_2$ becomes
$$R=R_2R_1^Tvecn_1$$
[1] https://math.stackexchange.com/q/712065
add a comment |Â
up vote
0
down vote
up vote
0
down vote
One way to proceed is as following:
Start by constructing one orthonormal basis for each of the vectors $vecn_1$ and $vecn_2$. This can be done by the trick given in an answer to another question [1]. This will result in two transformation matrices
$$R_1=beginbmatrixvecu_1 & vecv_1 & vecw_1endbmatrix$$
and
$$R_2=beginbmatrixvecu_2 & vecv_2 & vecw_2endbmatrix$$
Then the rotation matrix for aligning $vecn_1$ onto $vecn_2$ becomes
$$R=R_2R_1^Tvecn_1$$
[1] https://math.stackexchange.com/q/712065
One way to proceed is as following:
Start by constructing one orthonormal basis for each of the vectors $vecn_1$ and $vecn_2$. This can be done by the trick given in an answer to another question [1]. This will result in two transformation matrices
$$R_1=beginbmatrixvecu_1 & vecv_1 & vecw_1endbmatrix$$
and
$$R_2=beginbmatrixvecu_2 & vecv_2 & vecw_2endbmatrix$$
Then the rotation matrix for aligning $vecn_1$ onto $vecn_2$ becomes
$$R=R_2R_1^Tvecn_1$$
[1] https://math.stackexchange.com/q/712065
edited Apr 13 '17 at 12:21
Communityâ¦
1
1
answered May 2 '16 at 19:14
user877329
1428
1428
add a comment |Â
add a comment |Â
up vote
0
down vote
Given two unit vectors $hat a$ and $hat c$, reflecting a vector $x$ across the orthogonal complement of $hat a$ and then for $hat c$ will rotate the part of $x$ in the span of $hat a$ and $hat c$ by twice the angle from $hat a$ to $hat c$. Letting $hat c = frachat a + hat b$ be the unit vector that bisects $hat a$ and $hat b$, the composition of the two reflections $R_hat c circ R_hat a$ will rotate $hat a$ to $hat b$, and any vector $x$ by the angle from $hat a$ to $hat b$. Recall that the reflection transformation is $R_n(x) = x - 2 fracx cdot nn cdot n n$.
add a comment |Â
up vote
0
down vote
Given two unit vectors $hat a$ and $hat c$, reflecting a vector $x$ across the orthogonal complement of $hat a$ and then for $hat c$ will rotate the part of $x$ in the span of $hat a$ and $hat c$ by twice the angle from $hat a$ to $hat c$. Letting $hat c = frachat a + hat b$ be the unit vector that bisects $hat a$ and $hat b$, the composition of the two reflections $R_hat c circ R_hat a$ will rotate $hat a$ to $hat b$, and any vector $x$ by the angle from $hat a$ to $hat b$. Recall that the reflection transformation is $R_n(x) = x - 2 fracx cdot nn cdot n n$.
add a comment |Â
up vote
0
down vote
up vote
0
down vote
Given two unit vectors $hat a$ and $hat c$, reflecting a vector $x$ across the orthogonal complement of $hat a$ and then for $hat c$ will rotate the part of $x$ in the span of $hat a$ and $hat c$ by twice the angle from $hat a$ to $hat c$. Letting $hat c = frachat a + hat b$ be the unit vector that bisects $hat a$ and $hat b$, the composition of the two reflections $R_hat c circ R_hat a$ will rotate $hat a$ to $hat b$, and any vector $x$ by the angle from $hat a$ to $hat b$. Recall that the reflection transformation is $R_n(x) = x - 2 fracx cdot nn cdot n n$.
Given two unit vectors $hat a$ and $hat c$, reflecting a vector $x$ across the orthogonal complement of $hat a$ and then for $hat c$ will rotate the part of $x$ in the span of $hat a$ and $hat c$ by twice the angle from $hat a$ to $hat c$. Letting $hat c = frachat a + hat b$ be the unit vector that bisects $hat a$ and $hat b$, the composition of the two reflections $R_hat c circ R_hat a$ will rotate $hat a$ to $hat b$, and any vector $x$ by the angle from $hat a$ to $hat b$. Recall that the reflection transformation is $R_n(x) = x - 2 fracx cdot nn cdot n n$.
answered May 27 '16 at 16:46
Centrinia
211
211
add a comment |Â
add a comment |Â
up vote
0
down vote
Sadly I don't have enough points to comment on the accepted answer but as others have noted, the formula doesn't work when a == -b.
To solve this edge case you have to create a normal vector of a by for example using the formula found here (a,b and c being the components of the vector):
function (a,b,c)
return c<a ? (b,-a,0) : (0,-c,b)
then make the rotation matrix by rotating vector a around this normal by Pi.
add a comment |Â
up vote
0
down vote
Sadly I don't have enough points to comment on the accepted answer but as others have noted, the formula doesn't work when a == -b.
To solve this edge case you have to create a normal vector of a by for example using the formula found here (a,b and c being the components of the vector):
function (a,b,c)
return c<a ? (b,-a,0) : (0,-c,b)
then make the rotation matrix by rotating vector a around this normal by Pi.
add a comment |Â
up vote
0
down vote
up vote
0
down vote
Sadly I don't have enough points to comment on the accepted answer but as others have noted, the formula doesn't work when a == -b.
To solve this edge case you have to create a normal vector of a by for example using the formula found here (a,b and c being the components of the vector):
function (a,b,c)
return c<a ? (b,-a,0) : (0,-c,b)
then make the rotation matrix by rotating vector a around this normal by Pi.
Sadly I don't have enough points to comment on the accepted answer but as others have noted, the formula doesn't work when a == -b.
To solve this edge case you have to create a normal vector of a by for example using the formula found here (a,b and c being the components of the vector):
function (a,b,c)
return c<a ? (b,-a,0) : (0,-c,b)
then make the rotation matrix by rotating vector a around this normal by Pi.
edited May 23 '17 at 12:39
Communityâ¦
1
1
answered Dec 12 '16 at 17:31
jaga
101
101
add a comment |Â
add a comment |Â
up vote
-1
down vote
I have a simpler method comes from Erigen's "Mechanics of Continua". R is rotational matrix that rotate vector "a" align with vector "b" Matlab Code:
%%%%%% Rotate vector a align with vector b%%%%%%%%%%
syms ax ay az bx by bz k real
a=[ax ay az]'
au=a./sqrt(ax^2+ay^2+az^2)
b=[bx by bz]'
bu=b./sqrt(bx^2+by^2+bz^2)
R=[bu(1)*au(1) bu(1)*au(2) bu(1)*au(3);
bu(2)*au(1) bu(2)*au(2) bu(2)*au(3);
bu(3)*au(1) bu(3)*au(2) bu(3)*au(3)]
To verify:
c=R*a
cu=c./sqrt(c(1)^2+c(2)^2+c(3)^2)
simple(bu-cu)
A zero result means that $c$ (rotated $a$) and $b$ are aligned with each other.
simple(sqrt(c(1)^2+c(2)^2+c(3)^2)-sqrt(c(1)^2+c(2)^2+c(3)^2))
A zero result means that $c$ (rotated $a$) and $a$ are of the same length.
Here's a MathJax tutorial :)
â barto
Jul 25 '14 at 17:50
Note thatR = (au*bu')'
. Or, simply, $R_ij = hatb_i hata_j$
â Kuba Ober
Aug 14 '14 at 18:49
Of course this doesn't really work. Say leta=[1 0 0]
,b=[0 1 0]
, we should get a simple $90^circ$ rotation around thez
axis, withR=[0 1 0; 1 0 0; 0 0 1]
.
â Kuba Ober
Aug 14 '14 at 18:54
In all cases the $R$ squishes $a times b$ to zero.
â Kuba Ober
Aug 14 '14 at 19:36
add a comment |Â
up vote
-1
down vote
I have a simpler method comes from Erigen's "Mechanics of Continua". R is rotational matrix that rotate vector "a" align with vector "b" Matlab Code:
%%%%%% Rotate vector a align with vector b%%%%%%%%%%
syms ax ay az bx by bz k real
a=[ax ay az]'
au=a./sqrt(ax^2+ay^2+az^2)
b=[bx by bz]'
bu=b./sqrt(bx^2+by^2+bz^2)
R=[bu(1)*au(1) bu(1)*au(2) bu(1)*au(3);
bu(2)*au(1) bu(2)*au(2) bu(2)*au(3);
bu(3)*au(1) bu(3)*au(2) bu(3)*au(3)]
To verify:
c=R*a
cu=c./sqrt(c(1)^2+c(2)^2+c(3)^2)
simple(bu-cu)
A zero result means that $c$ (rotated $a$) and $b$ are aligned with each other.
simple(sqrt(c(1)^2+c(2)^2+c(3)^2)-sqrt(c(1)^2+c(2)^2+c(3)^2))
A zero result means that $c$ (rotated $a$) and $a$ are of the same length.
Here's a MathJax tutorial :)
â barto
Jul 25 '14 at 17:50
Note thatR = (au*bu')'
. Or, simply, $R_ij = hatb_i hata_j$
â Kuba Ober
Aug 14 '14 at 18:49
Of course this doesn't really work. Say leta=[1 0 0]
,b=[0 1 0]
, we should get a simple $90^circ$ rotation around thez
axis, withR=[0 1 0; 1 0 0; 0 0 1]
.
â Kuba Ober
Aug 14 '14 at 18:54
In all cases the $R$ squishes $a times b$ to zero.
â Kuba Ober
Aug 14 '14 at 19:36
add a comment |Â
up vote
-1
down vote
up vote
-1
down vote
I have a simpler method comes from Erigen's "Mechanics of Continua". R is rotational matrix that rotate vector "a" align with vector "b" Matlab Code:
%%%%%% Rotate vector a align with vector b%%%%%%%%%%
syms ax ay az bx by bz k real
a=[ax ay az]'
au=a./sqrt(ax^2+ay^2+az^2)
b=[bx by bz]'
bu=b./sqrt(bx^2+by^2+bz^2)
R=[bu(1)*au(1) bu(1)*au(2) bu(1)*au(3);
bu(2)*au(1) bu(2)*au(2) bu(2)*au(3);
bu(3)*au(1) bu(3)*au(2) bu(3)*au(3)]
To verify:
c=R*a
cu=c./sqrt(c(1)^2+c(2)^2+c(3)^2)
simple(bu-cu)
A zero result means that $c$ (rotated $a$) and $b$ are aligned with each other.
simple(sqrt(c(1)^2+c(2)^2+c(3)^2)-sqrt(c(1)^2+c(2)^2+c(3)^2))
A zero result means that $c$ (rotated $a$) and $a$ are of the same length.
I have a simpler method comes from Erigen's "Mechanics of Continua". R is rotational matrix that rotate vector "a" align with vector "b" Matlab Code:
%%%%%% Rotate vector a align with vector b%%%%%%%%%%
syms ax ay az bx by bz k real
a=[ax ay az]'
au=a./sqrt(ax^2+ay^2+az^2)
b=[bx by bz]'
bu=b./sqrt(bx^2+by^2+bz^2)
R=[bu(1)*au(1) bu(1)*au(2) bu(1)*au(3);
bu(2)*au(1) bu(2)*au(2) bu(2)*au(3);
bu(3)*au(1) bu(3)*au(2) bu(3)*au(3)]
To verify:
c=R*a
cu=c./sqrt(c(1)^2+c(2)^2+c(3)^2)
simple(bu-cu)
A zero result means that $c$ (rotated $a$) and $b$ are aligned with each other.
simple(sqrt(c(1)^2+c(2)^2+c(3)^2)-sqrt(c(1)^2+c(2)^2+c(3)^2))
A zero result means that $c$ (rotated $a$) and $a$ are of the same length.
edited Aug 14 '14 at 18:42
Kuba Ober
466413
466413
answered Jul 25 '14 at 17:25
Leyu Wang
71
71
Here's a MathJax tutorial :)
â barto
Jul 25 '14 at 17:50
Note thatR = (au*bu')'
. Or, simply, $R_ij = hatb_i hata_j$
â Kuba Ober
Aug 14 '14 at 18:49
Of course this doesn't really work. Say leta=[1 0 0]
,b=[0 1 0]
, we should get a simple $90^circ$ rotation around thez
axis, withR=[0 1 0; 1 0 0; 0 0 1]
.
â Kuba Ober
Aug 14 '14 at 18:54
In all cases the $R$ squishes $a times b$ to zero.
â Kuba Ober
Aug 14 '14 at 19:36
add a comment |Â
Here's a MathJax tutorial :)
â barto
Jul 25 '14 at 17:50
Note thatR = (au*bu')'
. Or, simply, $R_ij = hatb_i hata_j$
â Kuba Ober
Aug 14 '14 at 18:49
Of course this doesn't really work. Say leta=[1 0 0]
,b=[0 1 0]
, we should get a simple $90^circ$ rotation around thez
axis, withR=[0 1 0; 1 0 0; 0 0 1]
.
â Kuba Ober
Aug 14 '14 at 18:54
In all cases the $R$ squishes $a times b$ to zero.
â Kuba Ober
Aug 14 '14 at 19:36
Here's a MathJax tutorial :)
â barto
Jul 25 '14 at 17:50
Here's a MathJax tutorial :)
â barto
Jul 25 '14 at 17:50
Note that
R = (au*bu')'
. Or, simply, $R_ij = hatb_i hata_j$â Kuba Ober
Aug 14 '14 at 18:49
Note that
R = (au*bu')'
. Or, simply, $R_ij = hatb_i hata_j$â Kuba Ober
Aug 14 '14 at 18:49
Of course this doesn't really work. Say let
a=[1 0 0]
, b=[0 1 0]
, we should get a simple $90^circ$ rotation around the z
axis, with R=[0 1 0; 1 0 0; 0 0 1]
.â Kuba Ober
Aug 14 '14 at 18:54
Of course this doesn't really work. Say let
a=[1 0 0]
, b=[0 1 0]
, we should get a simple $90^circ$ rotation around the z
axis, with R=[0 1 0; 1 0 0; 0 0 1]
.â Kuba Ober
Aug 14 '14 at 18:54
In all cases the $R$ squishes $a times b$ to zero.
â Kuba Ober
Aug 14 '14 at 19:36
In all cases the $R$ squishes $a times b$ to zero.
â Kuba Ober
Aug 14 '14 at 19:36
add a comment |Â
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fmath.stackexchange.com%2fquestions%2f180418%2fcalculate-rotation-matrix-to-align-vector-a-to-vector-b-in-3d%23new-answer', 'question_page');
);
Post as a guest
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
1
This may be helpful: gamedev.stackexchange.com/questions/20097/â¦
â process91
Aug 8 '12 at 21:21
6
I know it's not your main concern right now, but I suspect it will become a concern later: There's no reason to expect that after applying an arbitrary rotation aligning the normals the triangles will be related by a translation -- you'd still have to rotate around the normal to align them. Stated differently, it's not clear that aligning the normals is a good first step, since you then have to perform two separate rotations. You can get the axis of the full rotation by taking the cross-product of the changes in the differences between two pairs of vertex positions.
â joriki
Aug 9 '12 at 5:13
That is a very good point I had not even though of that
â user1084113
Aug 9 '12 at 14:23
2
@user1084113: No, that would be the cross-product of the changes in two vertex positions; I was talking about the cross-product of the changes in the differences between two pairs of vertex positions, which would be $((A-B)-(A'-B'))times((B-C)times(B'-C'))$. This gives you the axis of rotation (except if it lies in the plane of the triangle) because the translation drops out due to the differences, so this is purely the change in two different vectors due to rotation. The translation wouldn't drop out in your version.
â joriki
Aug 10 '12 at 13:51
2
@user1084113: There's no canonical answer to that question. An orientation-preserving isometry of $mathbb R^3$ can be written as a composition of a rotation and a translation (in either order), but this decomposition is not unique -- you can shift the rotation axis and compensate by performing a different translation. Thus you can only determine the direction of the axis from the data, not its position. You can choose the position arbitrarily, e.g. through the origin, and choose the translation accordingly.
â joriki
Aug 10 '12 at 14:33