Rotation about an arbitrary axis and reflection through an arbitrary plane
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1 Annales Mathematicae et Informaticae 40 (2012) pp Rotation about an arbitrary axis and reflection through an arbitrary plane Emőd Kovács Department of Information Technology Eszterházy Károly College Submitted April 22, 2012 Accepted November 7, 2012 Abstract The aim of this paper is to give a new deduction of Rodrigues rotation formula. An other benefit of the this deduction is to give a transformation matrix of reflection through an arbitrary plane with the same deduction method. In our opinion this deduction method is better for students, who are learning computer graphics. Keywords: Point transformation, Transformation Matrix, Rotation, Reflection, Rodrigues rotation formula, MSC: Primary 68U05, Secondary 65D18 1. Introduction In the theory of three-dimensional (3D) rotation Rodrigues rotation formula (see [7]) is an efficient matrix for rotating an object around arbitrary axis. In this paper we will deduct the matrix form in a different way from the well known method which is published in Rodrigues paper [7], cited in Johan s paper [6] and also described in Wolfram Mathworld site (see [1]). First we give a short introduction of linear point transformation, then we inroduce a new deduction of reflection about an arbitrary axis. Next, we will prove, that our matrix is analogous to the original Rodrigues formula. In section three, we describe a matrix of reflection through an arbitrary plane, which is a consequence of our deduction. 175
2 176 E. Kovács 1.1. Linear Point Transformation Three dimensional point transformation is one of the well known computer graphics methods, when we manipulate the points of objects, like rotate, translate and scale. Based on the advantages of homogeneous coordinates, 3D transformations can be represented by 4 4 matrices (see [2] and [3]). Generally the following matrix equation describes the point transformation. x 1 x 2 x 3 x 4 p = M p, (1.1) m 11 m 12 m 13 m 14 = m 21 m 22 m 23 m 24 m 31 m 32 m 33 m 34. m 41 m 42 m 43 m 44 When we use more 3D transformations after each other, it is constructed of matrix multiplications (see [8]), therefore composition of 3D transformation can be represented by the multiplication of transformation matrices. The order of multiplication depends on the original form of matrix equation, since the matrix multiplication was noncommutative operation. If we multiply the point from left with the transformation matrix in Eq. (1.1), then we must multiply the transformation matrices in reverse order. Lets M 1 the first, M 2 the second transformation matrix, then p = M 1 p, p = M 2 p. Using the associative property it becomes p = M 2 (M 1 p) = (M 2 M 1 ) p. Therefore we multiply the matrices in reverse order M 3 = M 2 M 1, from that p = M 3 p. If the point is multiplied by the transformation matrix from the right, then it means the equivalent system. Some graphics library, e.g. DirectX use the latter method, in this case these system use the transposed matrices. In this paper we deal with the general case of rotation about an arbitrary axis in space. It frequently occurs e. g. in robotics, animation and simulation. 2. Rotation about an arbitrary axis If we want to construct rotation about an arbitrary axis, then we have a good solution namely Rodrigues rotation formula, see [1] on Wolfram MathWorld site. Lots of literatures and internet sources give this method. The problem is that the mathematical deduction is not suited for the previous section from methodical aspect. Lots of students could not understand the mathematical deduction of Rodrigues formula, which is presented on the Wolfram MathWorld site, and therefore some x 1 x 2 x 3 x 4
3 Rotation about an arbitrary axis and reflection through an arbitrary plane 177 of them could not use it. When we teach basic point transformations and we try to extend it towards the composition of 3D transformations, then it could be a good example about the rotation about an arbitrary axis. It would be better if we can give the Rodrigues rotation matrix with the composition of basic linear point transformations, and apply multiplication of transformation matrices. In this paper we deduce the rotation matrix and prove the computed matrix is an equivalent of the Rodrigues formula. Anyone can find the deduction in Rogers s textbook [8], but now we continue the computation. The basic idea is to make the arbitrary rotation axis coincide with one of the coordinate axis. Assume an arbitrary axis in space passing through the point P 0 (x 0, y 0, z 0 ) and P 1 (x 1, y 1, z 1 ). Figure 1: Rotation about an arbitrary axis In this case rotation about this axis by some angle θ is accomplished using the following procedure: 1. Translate the P 0 (x 0, y 0, z 0 ) axis point to the origin of the coordinate system. 2. Perform appropriate rotations to make the axis of rotation coincident with z-coordinate axis. 3. Rotate about the z-axis by the angle θ. 4. Perform the inverse of the combined rotation transformation. 5. Perform the inverse of the translation.
4 178 E. Kovács For the simplicity we compute the u =P 1 P 0 vector, which after the normalization can give us the direction cosines of axis: u e := u u = (c x, c y, c z ). In Fig. 2 the direction cosines are satisfied the following equation: c 2 x + c 2 y + c 2 z = 1, cos φ x = c x, cos φ y = c y, cos φ z = c z. The required translation matrix is Figure 2: Direction cosines T( p 0 ) = x y z In the next step the procedure requires two successive rotation about the x-axis by the angle θ x and y-axis by the angle θ y. After the rotation around the the x-axis the original rotation axis will be in the [x, z] coordinate pane. (See Fig. 3). From the Fig. 3 comes d = c 2 y + c 2 z, and we do not calculate explicitly the angle θ x, because we only use its sin and cosine values in the rotation matrix:. sin θ x = c y d, cos θ x = c z d.
5 Rotation about an arbitrary axis and reflection through an arbitrary plane 179 Figure 3: Rotation around x-axis The rotation matrix is R x (θ x ) = c z /d c y /d 0 0 c y /d c z /d (2.1) We can get the second rotation matrix in a similar way, where we rotate around the y-axis by angle θ y. Figure 4: Rotation around y-axis
6 180 E. Kovács From the Fig. 4 comes sin θ y = d, cos θ y = d. The rotation matrix is with negative direction R y ( θ y ) = The complete transformation is d 0 c x c x 0 d (2.2) M = T 1 ( p 0 )R 1 x (θ x )R 1 y ( θ y )R z (θ)r y ( θ y )R x (θ x )T( p 0 ), (2.3) where the upper index 1 means the inverse transformation, so M = T(p 0 )R x ( θ x )R y (θ y )R z (θ)r y ( θ y )R x (θ x )T( p 0 ), (2.4) where we used the reverse multiplication order as we mentioned in the previous section. The computation is finished at this point in Rogers s textbook [8]. Now we are giving one of our new results, and in the section 2.1 we are proving the formulas with Maple computer algebra system. The formula in (2.3) can be enough, if someone only use the basic transformation matrices in the matrix class of the graphics engine. But methodically for the better understandability and based on our students searching practice in internet literature, we must continue the calculation. Let multiply the inside five matrices and R = R x ( θ x )R y (θ y )R z (θ)r y ( θ y )R x (θ x ), (2.5) M = T(p 0 )RT( p 0 ). Consider that the inverse of rotation matrix equals with the transposed matrix, we get R = R T x (θ x )R T y ( θ y )R z (θ)r y ( θ y )R x (θ x ). (2.6) In the next section we are going to prove that if we expand the matrix multiplication in Eq. (2.5), then we get the general Rodrigues form. In [9] or in [1] we can find the totally different deduction of the Rodrigues form, but as we mentioned we are not satisfied the authors deduction way, therefor we give a new solution. The Maple CAS is very robust and efficient tool for calculating multiplication of transformation matrices.
7 Rotation about an arbitrary axis and reflection through an arbitrary plane Proof with Maple The main problem of the proof is that multiplication of five matrices in Eq. (2.6). In order to correct calculation we used Maple computer algebra system (CAS). In [4] and [5] the author explains why Maple is a useful tool for teaching computer graphics in higher education. In Eszterházy Károly College we use CAS software in teaching undergraduate students studiing Software Information Technology bachelor course. We can use the power of the linalg package of Maple, to easily multiply the five matrices. The Maple command is > rod:=simplify(transpose(rx).transpose(ry).rz.ry.rx); where we used that the transposed rotation matrix equals the inverse of the rotation matrix, and the rod means the Rodrigues form. After we used the built-in simplify function we got the output in Fig. 5. Figure 5: First result in Maple The computed formula is extremely complicated. So we must look for other
8 182 E. Kovács simplification possibilities. We can use the combination of simplify and substitution functions repeatedly: for i from 2 t o 3 do for j from 2 t o 3 do rod [ i, j ]:= s i m p l i f y ( subs ({ cx^2=1 (cy^2+cz ^2)}, rod [ i, j ] ) ) ; od ; od ; We can see the output in Fig. 6. The collect function was used many times, which Figure 6: After the simplification collected coefficients. One of them is the following: rod [ 1, 1 ] : = c o l l e c t ( rod [ 1, 1 ], cos ( theta ) ) ; After we use the cy 2 + cz 2 = 1 cx 2 equation we get better form. In this paper we do not give the total Maple worksheet. The reader can download it from the following link: emod/mapleporoof.html Finally we got the following result: cos θ + c 2 x(1 cos θ) c xc y(1 cos θ) c z sin θ c xc z(1 cos θ) + c y sin θ 0 c yc x(1 cos θ) + c z sin θ cos θ + c 2 y(1 cos θ) c yc z(1 cos θ) c x sin θ 0 c zc x(1 cos θ) c y sin θ c zc y(1 cos θ) + c x sin θ cos θ + c 2 z(1 cos θ) Obviously the result is analogous with the Rodrigues formula in the MathWorld sites. ( Over 90% of the built-in commands in maple are programmed in Maple s own Pascal-like programming language. Beside this Maple also give exporting facilities to other programming languages. For example the C command translates the Maple pretty output to ANSI C code. The result was converted to C code in optimized form. When we develop new application, then with the help of copy paste method.
9 Rotation about an arbitrary axis and reflection through an arbitrary plane 183 we can put the code easily into the our C, C++, C# or Java program code. Maple command: C( rod, optimize ) ; Maple output in C: t1 = cos ( theta ) ; t2 = t e1 ; t3 = cx cx ; t7 = t2 cy cx ; t8 = s i n ( theta ) ; t9 = t8 cz ; t11 = t2 cz ; t12 = t11 cx ; t13 = t8 cy ; t16 = cy cy ; t19 = t11 cy ; t20 = cx t8 ; t24 = cz cz ; cg0 [ 0 ] [ 0 ] = t2 t3 + t1 ; cg0 [ 0 ] [ 1 ] = t7 t9 ; cg0 [ 0 ] [ 2 ] = t12 + t13 ; cg0 [ 0 ] [ 3 ] = 0. 0 e0 ; cg0 [ 1 ] [ 0 ] = t7 + t9 ; cg0 [ 1 ] [ 1 ] = t2 t16 + t1 ; cg0 [ 1 ] [ 2 ] = t19 t20 ; cg0 [ 1 ] [ 3 ] = 0. 0 e0 ; cg0 [ 2 ] [ 0 ] = t12 t13 ; cg0 [ 2 ] [ 1 ] = t19 + t20 ; cg0 [ 2 ] [ 2 ] = t2 t24 + t1 ; cg0 [ 2 ] [ 3 ] = 0. 0 e0 ; cg0 [ 3 ] [ 0 ] = 0. 0 e0 ; cg0 [ 3 ] [ 1 ] = 0. 0 e0 ; cg0 [ 3 ] [ 2 ] = 0. 0 e0 ; cg0 [ 3 ] [ 3 ] = 0. 1 e1 ; 3. Reflection through an arbitrary plane It is often necessary to reflect an object through an arbitrary plane other than one of the coordinate planes like x = 0, y = 0 and z = 0. We can deduct the transformation matrix similar to what was described in the previous section. The basic idea is to make the arbitrary reflection plane coincide with one of the coordinate planes. Assuming an arbitrary plane in space is given by three points P 0 (x 0, y 0, z 0 ), P 1 (x 1, y 1, z 1 ) and P 2 (x 2, y 2, z 2 ), these points are noncollinear. According to the previous section one possible procedure is: 1. Translate the reflection plane to the origin of the coordinate system with the help of known P 0 (x 0, y 0, z 0 ) point. 2. Perform appropriate rotations to make the normal vector of the reflection plane at the origin until it coincides with the +z-axis (see Eqs. (2.1) and (2.2)); this makes the reflection plane the z = 0 coordinate plane. 3. After that reflect the object through the z = 0 coordinate plane. 4. Perform the inverse of the combined rotation transformation in step Perform the inverse of the translation in step 1.
10 184 E. Kovács From the three points of the reflection plane is easy to calculate the normal vector by the crossproduct of a = P 1 P 0 and b = P 2 P 0 vectors: n = a b. For simplicity we normalize the normal vector, which can give us the direction cosines similar to the previous section: n e : = n n = (c x, c y, c z ). In step 2 the rotation matrices will be the same that were used during the rotation about an arbitrary axis. Finally the seven transformation matrices were multiplied in reverse order: M = T(p 0 )R x ( θ x )R y (θ y )R (x,y) eflect R y( θ y )R x (θ x )T( p 0 ). Similar to the previous section we multiply the five inside matrices: then R eflect = R x ( θ x )R y (θ y )R (x,y) eflect R y( θ y )R x (θ x ), (3.1) M = T(p 0 )R eflect T( p 0 ). (3.2) The general reflection matrix in Eq. (3.1) has no special name in the textbooks. Similarly to the previous section we use the Maple computer algebraic system to give a simplified form of the transformation matrix: R eflect = 1 2c x c x 2c y c x 2c z c x 0 2c y c x 1 2c y c y 2c y c z 0 2c z c x 2c y c z 1 2c z c z since the inverse of reflection is the same with itself R 1 eflect = R eflect. Good choice to perform the multiplications in Eq. (3.2), because the result is not complicated: R eflect= 1 2c 2 x 2c x c y 2c x c z 2c x d 2c x c y 1 2c 2 y 2c y c z 2c y d 2c x c z 2c y c z 1 2c 2 z 2c z d ,, (3.3) where the d = c x x 0 c y y 0 c z z 0. The previous matrix is a good result from the methodological aspect, because the student also can find the similar version in the D3DXMatrixReflect function of DirectX: P = normalize(p lane); 2 P.a P.a P.b P.a 2 P.c P.a 0 2 P.a P.b 2 P.b P.b P.c P.b 0 2 P.a P.c 2 P.b P.c 2 P.c P.c P.a P.d 2 P.b P.d 2 P.c P.d 1,
11 Rotation about an arbitrary axis and reflection through an arbitrary plane 185 where the matrix equals the matrix in Eq. (3.3) after transposition. The normalize(p lane) function normalizes the normal vector of the plane. P.a, P.b and P.c are the coefficients in the plane equation, and obviously the coordinates of normalized normal vector as well (see [10]): P.a x + P.b y + P.c z + P.d = 0, and P.d contains the one point P (x 0, y 0, z 0 ) of the plane as we mentioned above: P.d = P.a x 0 P.b y 0 P.c z 0, moreover P.d comes from the dot product of the normal vector and P (see [10]). If our student use the deduction in the section 3, then the D3DXMatrixReflect DirectX function becomes understandable without difficulties. 4. Conclusion In this paper we proposed a better deduction of Rodrigues rotation formula than you can find in a lots of literature (e.g see [1]). In other text book you can find the similar deduction to our method (see [8]), but in this paper we continued the deduction and demonstrate the equality between the result and the Rodrigues form. From the aspect of teaching computer graphics in higher education, our method is better understandable for the students. Moreover, our deduction comes naturally from the composition of 3D transformations. An additional benefit is that our method is a good solution to deduct transformation matrix of reflection through an arbitrary plane. References [1] Belongie, S., Rodrigues Rotation Formula, From MathWorld A Wolfram Web Resource, created by Eric W. Weisstein. [2] Foley, J., van Dam, A.,Feiner, S., Hughes, J., Computer Graphics Principles and Practice, Addison-Wesley, [3] Juhász, I., Számítógépi grafika és geometria, Miskolci Egyetemi Kiadó, [4] Kovács, E., Using some mathematical program in computer graphics teaching, 7th ICECGDG Cracow. International Conference on Engineering Computer Graphics and Descriptive Geometry July Conference Proceedings Volume 2 p [5] Kovács, E., Using Maple in teaching of computer graphics, International Conference on Applied Informatics, Eger Conference Proceedings, p [6] Mebius, J. E., Derivation of the Euler-Rodrigues formula for three-dimensional rotations from the general formula for four-dimensional rotations., arxiv General Mathematics
12 186 E. Kovács [7] Rodrigues, O., Des lois géométriques qui régissent les déplacements d un systéme solide dans l espace, et de la variation des coordonnées provenant de ces déplacements considérés indépendamment des causes qui peuvent les produire. Journal de Mathématiques 5, 1840, [8] Rogers, D. F., Adams, J. A., Mathematical elements for computer graphics, Second Edition, McGraw-Hill publishing Company, [9] Watt, A., Policarpo, F., 3D Games: Real-Time Rendering and Software Technology, New York : ACM Press, [10] Weisstein, Eric W., From MathWorld A Wolfram Web Resource
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