ndimensional rotation matrix
Moderators: gmalivuk, Moderators General, Prelates
ndimensional rotation matrix
How do I construct a rotation from an axis and an angle? I've learned Euler's formula for three dimensions but I'm blanking on the high dimension extension.
 skeptical scientist
 closedminded spiritualist
 Posts: 6139
 Joined: Tue Nov 28, 2006 6:09 am UTC
 Location: San Francisco
Re: ndimensional rotation matrix
What's your data in the higher dimensional analogue? In 3 dimensions, an (oriented) axis and an angle defines a rotation, but in ndimensions it does not. Either you need an axis (1dimensional subspace) and something more than an angle to define what your rotation does on the orthogonal complement (which will no longer be a plane), or else you need an n2 dimensional subspace (to be fixed by the rotation) and an angle.
In either case, you have a fixed subspace plus a linear transformation on its orthogonal complement. Since rotations are linear, you can figure out what it does to an arbitrary vector by decomposing it as a sum of one vector in the fixed subspace, and one vector in the orthogonal complement.
In either case, you have a fixed subspace plus a linear transformation on its orthogonal complement. Since rotations are linear, you can figure out what it does to an arbitrary vector by decomposing it as a sum of one vector in the fixed subspace, and one vector in the orthogonal complement.
I'm looking forward to the day when the SNES emulator on my computer works by emulating the elementary particles in an actual, physical box with Nintendo stamped on the side.
"With math, all things are possible." —Rebecca Watson
"With math, all things are possible." —Rebecca Watson
Re: ndimensional rotation matrix
I got lost in those words, because I'm probably missing the intuition. Let me just put it this way. I have two normal vectors and want a rotation from one to the other.
Re: ndimensional rotation matrix
I don't think it's clear what a rotation in n dimensions actually is. In any case, what you can do is to expand your two vectors to an orthonormal basis via GramSchimdt and then just switch their entries in the identity matrix while leaving the others alone. You'll need an unitary transformation to flick onto each end, but that shouldn't be a problem.
 skeptical scientist
 closedminded spiritualist
 Posts: 6139
 Joined: Tue Nov 28, 2006 6:09 am UTC
 Location: San Francisco
Re: ndimensional rotation matrix
Harg, a rotation is a linear transformation of R^{n} that preserves lengths (and therefore distances), angles, and orientation. You can't find an orthonormal basis containing the two original vectors because they will not, in general, be orthogonal. If they are, switching their entries in the identity matrix and leaving the others alone would be orientationreversing, which is not a rotation.
There is no unique rotation that takes one vector to another, because there are lots of rotations that will fix a given vector (except in R^{2}).
What you can do is take the rotation that has the least action (in some sense). Let's call your original two vectors x and y, and assume both are unit vectors, and are linearly independent. I'm assuming that you know what linearly independent means, what orthogonal means, what a vector subspace is, what it means for vectors to span a vector subspace, and what an orthogonal complement is; let me know if I need to explain any of those.
The rotation that sends x to y and has the least action (measured appropriately) is the one that fixes the orthogonal complement to the plane spanned by x and y. Let e_{1}...e_{n2} be a basis for this orthogonal complement, and let z = 2<x,y>y  x (where <,> is the scalar product).
Then the rotation we are looking for is the one that sends x to y, y to z, e_{i} to e_{i} for each i, and extends linearly to R^{n}. We can think about what this does to a vector w geometrically as follows: first, project w onto the plane spanned by x and y, and keep track of the difference w' between w and the projection of w. Now we rotate the projection of w in the plane spanned by x and y by the (unique) rotation that sends x to y. Finally, we "unproject" it by adding back w'.
This is the second option I discussed in my previous post, because it fixes an n2 dimensional subspace (the orthogonal complement to the plane spanned by x and y) and rotates around that subspace by an angle equal to the angle between x and y.
There is no unique rotation that takes one vector to another, because there are lots of rotations that will fix a given vector (except in R^{2}).
What you can do is take the rotation that has the least action (in some sense). Let's call your original two vectors x and y, and assume both are unit vectors, and are linearly independent. I'm assuming that you know what linearly independent means, what orthogonal means, what a vector subspace is, what it means for vectors to span a vector subspace, and what an orthogonal complement is; let me know if I need to explain any of those.
The rotation that sends x to y and has the least action (measured appropriately) is the one that fixes the orthogonal complement to the plane spanned by x and y. Let e_{1}...e_{n2} be a basis for this orthogonal complement, and let z = 2<x,y>y  x (where <,> is the scalar product).
Then the rotation we are looking for is the one that sends x to y, y to z, e_{i} to e_{i} for each i, and extends linearly to R^{n}. We can think about what this does to a vector w geometrically as follows: first, project w onto the plane spanned by x and y, and keep track of the difference w' between w and the projection of w. Now we rotate the projection of w in the plane spanned by x and y by the (unique) rotation that sends x to y. Finally, we "unproject" it by adding back w'.
This is the second option I discussed in my previous post, because it fixes an n2 dimensional subspace (the orthogonal complement to the plane spanned by x and y) and rotates around that subspace by an angle equal to the angle between x and y.
I'm looking forward to the day when the SNES emulator on my computer works by emulating the elementary particles in an actual, physical box with Nintendo stamped on the side.
"With math, all things are possible." —Rebecca Watson
"With math, all things are possible." —Rebecca Watson
Re: ndimensional rotation matrix
Ah yes, good call. Serves me right for trying to be smart in the middle of the night.
 MartianInvader
 Posts: 716
 Joined: Sat Oct 27, 2007 5:51 pm UTC
Re: ndimensional rotation matrix
To put it algorithmically, get an orthonormal basis for your vector space so that the first two basis vectors span the plane generated by your two normal vectors. Say your vectors are at angle \theta apart. Then write the 2dimensional rotationby\theta matrix in the upperleft corner of your nbyn matrix, put 1's down the rest of the diagonal, and zeros everywhere else.
But you could actually do anything at all with the bottomright (n2)x(n2) submatrix, and you'd still be rotating one of your vectors to the other.
But you could actually do anything at all with the bottomright (n2)x(n2) submatrix, and you'd still be rotating one of your vectors to the other.
Let's have a fervent argument, mostly over semantics, where we all claim the burden of proof is on the other side!
Re: ndimensional rotation matrix
So, just to make sure I'm understanding:
If I have a set of points in the (n1)dimensional hyperplane plane through the origin given by x, and apply the rotation you have defined to them, their images will all be in the (n1)dimensional hyperplane through the origin defined by y?
Also, I gather that I can numerically compute the basis for the orthogonal complement as null([x,y]^{T}), yes?
If I have a set of points in the (n1)dimensional hyperplane plane through the origin given by x, and apply the rotation you have defined to them, their images will all be in the (n1)dimensional hyperplane through the origin defined by y?
Also, I gather that I can numerically compute the basis for the orthogonal complement as null([x,y]^{T}), yes?
 MartianInvader
 Posts: 716
 Joined: Sat Oct 27, 2007 5:51 pm UTC
Re: ndimensional rotation matrix
quintopia wrote:So, just to make sure I'm understanding:
If I have a set of points in the (n1)dimensional hyperplane plane through the origin given by x, and apply the rotation you have defined to them, their images will all be in the (n1)dimensional hyperplane through the origin defined by y?
Yeah. You can see this by looking at the action on your appropriatelychosen orthonormal basis: The vectors orthogonal to both x and y don't change, so they stay orthogonal, and the vector orthogonal to x rotates through the plane spanned by x and y a distance equal to the angle between x and y, thus ends up orthogonal to y.
quintopia wrote:Also, I gather that I can numerically compute the basis for the orthogonal complement as null([x,y]^{T}), yes?
hrmm... yes... yeah, that makes sense. Stuff orthogonal to x and y is exactly stuff that gives you zero when you take the dot product with x or y, which is what you're doing.
There is a moral to all of this, too, which is that an axis and an angle don't define a rotation in n dimensions the way they define one in 3 dimensions. Rather, a more appropriate way to think of the three dimensional case is to define your rotation by a twodimensional subspace and an angle. A rotation in n dimensions is uniquely defined by a set of orthogonal twodimensional subspaces and an angle for each one. So, for example, in evennumbered dimensions a rotation doesn't necessarily have an invariant axis.
I think. If I got any of that wrong, someone please correct me
Let's have a fervent argument, mostly over semantics, where we all claim the burden of proof is on the other side!
Re: ndimensional rotation matrix
I think you got it wrong. What everyone else said is that the ndimensional equivalent of an axis is whichever (n2)dimensional subspace which is fixed. 2 dimensions is not enough.
SO, how do I convert this into an algorithm I can actually implement? Here's my best guess based on what has been said so far:
Find an orthonormal basis for span(x,y) (Which is just [x,(y<x,y>x)/y<x,y>x] since x is already unit length)
Find an orthonormal basis for R^{n} with the basis for span(x,y) as its first two components (complete it using null([x,y]^{T})). Represent this basis as a matrix B.
Find the angle theta between x and y (cos^{1}<x,y>)
Replace the upper left corner of the identity matrix by the 2D rotation matrix for angle theta ([cos theta, sin theta; sin theta, cos theta]). Call this matrix R.
The final rotation matrix is BRB^{1}.
Do I have this algorithm correct?
SO, how do I convert this into an algorithm I can actually implement? Here's my best guess based on what has been said so far:
Find an orthonormal basis for span(x,y) (Which is just [x,(y<x,y>x)/y<x,y>x] since x is already unit length)
Find an orthonormal basis for R^{n} with the basis for span(x,y) as its first two components (complete it using null([x,y]^{T})). Represent this basis as a matrix B.
Find the angle theta between x and y (cos^{1}<x,y>)
Replace the upper left corner of the identity matrix by the 2D rotation matrix for angle theta ([cos theta, sin theta; sin theta, cos theta]). Call this matrix R.
The final rotation matrix is BRB^{1}.
Do I have this algorithm correct?
 skeptical scientist
 closedminded spiritualist
 Posts: 6139
 Joined: Tue Nov 28, 2006 6:09 am UTC
 Location: San Francisco
Re: ndimensional rotation matrix
quintopia wrote:I think you got it wrong. What everyone else said is that the ndimensional equivalent of an axis is whichever (n2)dimensional subspace which is fixed. 2 dimensions is not enough.
SO, how do I convert this into an algorithm I can actually implement? Here's my best guess based on what has been said so far:
Find an orthonormal basis for span(x,y) (Which is just [x,(y<x,y>x)/y<x,y>x] since x is already unit length)
Find an orthonormal basis for R^{n} with the basis for span(x,y) as its first two components (complete it using null([x,y]^{T})). Represent this basis as a matrix B.
Find the angle theta between x and y (cos^{1}<x,y>)
Replace the upper left corner of the identity matrix by the 2D rotation matrix for angle theta ([cos theta, sin theta; sin theta, cos theta]). Call this matrix R.
The final rotation matrix is BRB^{1}.
Do I have this algorithm correct?
I think that will work. I'm not quite sure what you mean by null([x,y]^{T}), or how you use it to complete your basis which started with [x,(y<x,y>x)/y<x,y>x], (I would just have used GramSchmidt on (x,y,e^{1},...,e^{n}), and thrown out the two 0 vectors which resulted, in order to get a basis) but assuming that part works, everything else will work.
I'm looking forward to the day when the SNES emulator on my computer works by emulating the elementary particles in an actual, physical box with Nintendo stamped on the side.
"With math, all things are possible." —Rebecca Watson
"With math, all things are possible." —Rebecca Watson
Re: ndimensional rotation matrix
null is just a matlab function I can use that returns an orthonormal basis for the null space of a given matrix. I would probably do GramSchmidt if I didn't have such a function. In any case, by definition of the fact the the resulting vectors will be a basis of the null space, they have to be orthogonal to span(x,y) and therefore to each of x and y, yes?
Edit: yes. I tried it and got back negligible dot products across the board.
One more thing: Is there some way that calculates the sine of the angle between two vectors with higher accuracy than would sin(arccos(<x,y>)) given realworld floating point error for sin and arccos? I kinda need the error to be pretty small.
Edit: yes. I tried it and got back negligible dot products across the board.
One more thing: Is there some way that calculates the sine of the angle between two vectors with higher accuracy than would sin(arccos(<x,y>)) given realworld floating point error for sin and arccos? I kinda need the error to be pretty small.
 skeptical scientist
 closedminded spiritualist
 Posts: 6139
 Joined: Tue Nov 28, 2006 6:09 am UTC
 Location: San Francisco
Re: ndimensional rotation matrix
If you want an exact solution (in terms of radicals) you can either take the norm of the cross product or use the fact that sin(arccos(t))=sqrt(1t^{2}). I'm not sure how the floating point accuracy of those operations compares.
I'm looking forward to the day when the SNES emulator on my computer works by emulating the elementary particles in an actual, physical box with Nintendo stamped on the side.
"With math, all things are possible." —Rebecca Watson
"With math, all things are possible." —Rebecca Watson
Re: ndimensional rotation matrix
Okay, now I have a very similar question and I worked it out and want to make sure my algebra is correct.
I'm trying to find the intersection of two hyperplanes containing the origin, a and b.
By definition, this is all points x where <a,x>=<b,x>=0
which means <a,x><b,x>=0
which means <ab,x>=0
and so null((ab)^{T}) is the solution set, yes?
I think I'm missing a constraint here, because it looks like the given solution is n1dimensional and it should be n2dimensional. Maybe the correct answer is again null([a,b]^{T}). That would at least have the right dimension.
Alright, what is the best way to generate points uniformly in the intersection of this subspace and the unit ball? Let's say B is a basis for the subspace. Could I generate a random number from [1,1] to multiply by each basis vector, and then normalize the result (to get a point in the intersection of the subspace and the unit hypersphere), and then multiply it by the square root of a random number in [0,1] to randomize the radius?
I don't think this will work. But it may work if I choose the random factors from a normal distribution. . .
Edit: strange. I tested it and it seems to work better (in 3D) if I don't square root the radius. . .
Edit again: nvm, it's supposed to be rand^(1/n) for the radius. Everything works now. . .
I'm trying to find the intersection of two hyperplanes containing the origin, a and b.
By definition, this is all points x where <a,x>=<b,x>=0
which means <a,x><b,x>=0
which means <ab,x>=0
and so null((ab)^{T}) is the solution set, yes?
I think I'm missing a constraint here, because it looks like the given solution is n1dimensional and it should be n2dimensional. Maybe the correct answer is again null([a,b]^{T}). That would at least have the right dimension.
Alright, what is the best way to generate points uniformly in the intersection of this subspace and the unit ball? Let's say B is a basis for the subspace. Could I generate a random number from [1,1] to multiply by each basis vector, and then normalize the result (to get a point in the intersection of the subspace and the unit hypersphere), and then multiply it by the square root of a random number in [0,1] to randomize the radius?
I don't think this will work. But it may work if I choose the random factors from a normal distribution. . .
Edit: strange. I tested it and it seems to work better (in 3D) if I don't square root the radius. . .
Edit again: nvm, it's supposed to be rand^(1/n) for the radius. Everything works now. . .
Last edited by quintopia on Mon Oct 27, 2008 10:27 pm UTC, edited 2 times in total.
 NathanielJ
 Posts: 882
 Joined: Sun Jan 13, 2008 9:04 pm UTC
Re: ndimensional rotation matrix
quintopia wrote:By definition, this is all points x where <a,x>=<b,x>=0
which means <a,x><b,x>=0
which means <ab,x>=0
and so null((ab)^{T}) is the solution set, yes?
I think I'm missing a constraint here, because it looks like the given solution is n1dimensional and it should be n2dimensional. Maybe the correct answer is again null([a,b]^{T}). That would at least have the right dimension.
You're indeed missing a constraint, and the problem occurs when you go from the first line to the second line. Yes, you need <a,x>  <b,x> = 0, but that's not enough (for example, that constrant could hold if <a,x> = <b,x> = 3, which doesn't satisfy the original constraints).
You indeed want null([a,b]^{T}), and it should be clear how this generalizes to an arbitrary number of vectors.
 skeptical scientist
 closedminded spiritualist
 Posts: 6139
 Joined: Tue Nov 28, 2006 6:09 am UTC
 Location: San Francisco
Re: ndimensional rotation matrix
quintopia wrote:I'm trying to find the intersection of two hyperplanes containing the origin, a and b.
By definition, this is all points x where <a,x>=<b,x>=0
I'm not quite sure what you mean here. There are lots of hyperplanes containing any number of points, depending on dimension. In fact, both hyperplanes could be the plane spanned by a and b (which of course contains 0), in which case their intersection would definitely not be the set {x:<a,x>=<b,x>=0}.
I'm looking forward to the day when the SNES emulator on my computer works by emulating the elementary particles in an actual, physical box with Nintendo stamped on the side.
"With math, all things are possible." —Rebecca Watson
"With math, all things are possible." —Rebecca Watson
Re: ndimensional rotation matrix
I meant the standard linear algebra definition of a hyperplane containing the origin: the n1dimensional space orthogonal to the given vector. But no worries now, I worked it all out.
Re: ndimensional rotation matrix
skeptical scientist wrote:quintopia wrote:I think you got it wrong. What everyone else said is that the ndimensional equivalent of an axis is whichever (n2)dimensional subspace which is fixed. 2 dimensions is not enough.
SO, how do I convert this into an algorithm I can actually implement? Here's my best guess based on what has been said so far:
Find an orthonormal basis for span(x,y) (Which is just [x,(y<x,y>x)/y<x,y>x] since x is already unit length)
Find an orthonormal basis for R^{n} with the basis for span(x,y) as its first two components (complete it using null([x,y]^{T})). Represent this basis as a matrix B.
Find the angle theta between x and y (cos^{1}<x,y>)
Replace the upper left corner of the identity matrix by the 2D rotation matrix for angle theta ([cos theta, sin theta; sin theta, cos theta]). Call this matrix R.
The final rotation matrix is BRB^{1}.
Do I have this algorithm correct?
I think that will work. I'm not quite sure what you mean by null([x,y]^{T}), or how you use it to complete your basis which started with [x,(y<x,y>x)/y<x,y>x], (I would just have used GramSchmidt on (x,y,e^{1},...,e^{n}), and thrown out the two 0 vectors which resulted, in order to get a basis) but assuming that part works, everything else will work.
Hi, i found this thread because i was googling for how to rotate something in n dimensions (really hard to find, strangely.. i guess because a) nobody cares about higher dimensions in proportion to how many people are writing computer games, and b) rotation is illdefined in higher d's), figures i'd find the answer on xkcd.
but i don't understand any of this math. can somebody put this into a straightforward algorithm for me?
for example, i have no idea what <x,y> means or what span(x,y) does. (matrix multiplication, sine and cosine i can do.)
also, i was wondering.. i'm getting the idea that for any two vectors, in higher there's an unlimited number of ways to rotate between them. the idea of taking the 'shortest path' is probably good, but i'd also like to know how to parameterize the remaining degrees of freedom (without resorting to gramschmidt or null([x,y]^{T}) (what the hell does that even mean? what is T? and what is a null space? etc.) and then how to do the calculations based on them.
i also heard that in higher dimensions there's enough "room" for things to rotate at two different speeds at once. it went something like this:
[cos theta, sin theta, 0 0
sin theta, cos theta, 0, 0
0, 0, cos theta, sin theta
0, 0, sin theta, cos theta]
or something like that. i don't remember exactly and i can't find the website again.
the question is.. are such rotations distorted rotations? would it be a purer rotation, in some sense, to not rotate at two different speeds? or is it just another necessary degree of freedom that shouldn't be selectively ignored?
mainly though, of course, the question is, how to do all of this in plain algebraic/trigonometric terms.
thanks
Re: ndimensional rotation matrix
This is for the most part a restatement of skeptical scientist's second post, but hopefully in "linear algebra 101" terms.
Since computing the rest of the orthonormal basis doesn't affect the final answer, there should hopefully be no need to do it at all. Here's a modified version of the process where you don't need to do it.
Start with vectors v_{1}, v_{2}, and pick a pair of orthonormal vectors, q_{1}, q_{2}. that span the same space (this is precisely what GramSchmidt does). If you like, this is QR decomposition of the matrix whose columns are v_{1} and v_{2}. q_{1} and q_{2} are the columns of Q.
Now, given a vector w, what do we need to do to rotate it around the "axis" perpendicular to our plane? We need to find its components in the direction of q_{1} and q_{2}. These are, of course, the components of the vector Q^{T}w. Then the projection of w onto that plane is QQ^{T}w. The projection of w onto the "axis" is then the rest of it: wQQ^{T}w = (IQQ^{T})w. This won't change when we rotate the thing.
Okay, now let's rotate. If U is the usual 2 by 2 rotation matrix by angle t, then the projection of a rotated w into our plane is QUQ^{T}w. Adding back in the component of w pointing perpendicular to the plane gives us that the rotated w is (IQQ^{T})w + QUQ^{T}w = (I  Q(IU)Q^{T})w.
At this point we can use trig to find the angle we need to rotate by, find U and be done. But wait, note that in the two dimensional case all the trig "cancels itself out" in the end. You don't actually need to evaluate any sines or cosines. Is this true in the ndimensional case as well? Yes!
We did QR decomposition initially. That means v_{1} = r_{11}q_{1} and v_{2}=r_{12}q_{1} + r_{22}q_{2}. So we know what rotation matrix to multiply by to get v_{1} to map to a multiple of v_{2}. It is U = 1/sqrt(r_{12}^{2} + r_{22}^{2}) [r_{12}, r_{22}; r_{12}, r_{22}].
So the process is this: do QR decomposition (GramSchmidt) on the two vectors you started with. Compute U = 1/sqrt(r_{12}^{2} + r_{22}^{2}) [r_{12}, r_{22}; r_{12}, r_{22}]. The matrix (I  Q(IU)Q^{T}) is your rotation. That's three square roots and no trig functions.
Two morals here:
(1) Don't throw away information. The R in QR decomposition turned out to be useful.
(2) Matrices don't have to be square.
Since computing the rest of the orthonormal basis doesn't affect the final answer, there should hopefully be no need to do it at all. Here's a modified version of the process where you don't need to do it.
Start with vectors v_{1}, v_{2}, and pick a pair of orthonormal vectors, q_{1}, q_{2}. that span the same space (this is precisely what GramSchmidt does). If you like, this is QR decomposition of the matrix whose columns are v_{1} and v_{2}. q_{1} and q_{2} are the columns of Q.
Now, given a vector w, what do we need to do to rotate it around the "axis" perpendicular to our plane? We need to find its components in the direction of q_{1} and q_{2}. These are, of course, the components of the vector Q^{T}w. Then the projection of w onto that plane is QQ^{T}w. The projection of w onto the "axis" is then the rest of it: wQQ^{T}w = (IQQ^{T})w. This won't change when we rotate the thing.
Okay, now let's rotate. If U is the usual 2 by 2 rotation matrix by angle t, then the projection of a rotated w into our plane is QUQ^{T}w. Adding back in the component of w pointing perpendicular to the plane gives us that the rotated w is (IQQ^{T})w + QUQ^{T}w = (I  Q(IU)Q^{T})w.
At this point we can use trig to find the angle we need to rotate by, find U and be done. But wait, note that in the two dimensional case all the trig "cancels itself out" in the end. You don't actually need to evaluate any sines or cosines. Is this true in the ndimensional case as well? Yes!
We did QR decomposition initially. That means v_{1} = r_{11}q_{1} and v_{2}=r_{12}q_{1} + r_{22}q_{2}. So we know what rotation matrix to multiply by to get v_{1} to map to a multiple of v_{2}. It is U = 1/sqrt(r_{12}^{2} + r_{22}^{2}) [r_{12}, r_{22}; r_{12}, r_{22}].
So the process is this: do QR decomposition (GramSchmidt) on the two vectors you started with. Compute U = 1/sqrt(r_{12}^{2} + r_{22}^{2}) [r_{12}, r_{22}; r_{12}, r_{22}]. The matrix (I  Q(IU)Q^{T}) is your rotation. That's three square roots and no trig functions.
Two morals here:
(1) Don't throw away information. The R in QR decomposition turned out to be useful.
(2) Matrices don't have to be square.
Jerry Bona wrote:The Axiom of Choice is obviously true; the Well Ordering Principle is obviously false; and who can tell about Zorn's Lemma?

 Posts: 1
 Joined: Sat Feb 16, 2013 8:00 pm UTC
Re: ndimensional rotation matrix
I have not carefully examined the above posts. However it may be useful to refer to my online homogeneous matrix approach titled "Homogeneous Transformation Matrices" (HTM). This requires some simple and standard preliminaries on how to represent a point in n dimensional space by a 1 x (n+1) row matrix, and a hyperplane (n1 dimensional flat) by a (n+1) x 1 column matrix. Higher dimensional flats can then be represented by adding rows and forming the join, or adding columns and forming intersections.
An ndimensional rotation is specified by: (1) a pointwise invariant n2 dimensional flat and an angle of rotation about this flat, or (2) two oriented hyperplanes, h1 and h2, with the understanding that the rotation carries h1 to h2, with the positive "side" of h1 carried to the positive "side" of h2. This second method is based on the well known fact that any rotation can be effected by two reflections in hyperplanes (which intersect in the invariant flat of the resulting rotation). For both (1) and (2), explicit methods are given in HTM to construct a homogeneous matrix which effects the desired rotation by right multiplying the matrix by the homogeneous coordinates of any ordinary point. Directions ("ideal points") can also be used as parameters or operated on by the matrix.
I am defining an ndimensional rotation as an isometry with an n2 dimensional pointwise invariant "axis". However, I notice that some online sources define ndimensional rotations as isometries with an invariant POINT. It appears these two definitions are equivalent, that is, that if an isometry has an invariant point, it must have a pointwise invariant n2 dimensional flat. In three dimensions, this implies the composition of two successive rotations about a point must be another rotation about that point, with some axis line. This is well known, but not so easy to visualize. Perhaps a reader can clarify this issue  it bears on the very definition of an ndimensional rotation.
An ndimensional rotation is specified by: (1) a pointwise invariant n2 dimensional flat and an angle of rotation about this flat, or (2) two oriented hyperplanes, h1 and h2, with the understanding that the rotation carries h1 to h2, with the positive "side" of h1 carried to the positive "side" of h2. This second method is based on the well known fact that any rotation can be effected by two reflections in hyperplanes (which intersect in the invariant flat of the resulting rotation). For both (1) and (2), explicit methods are given in HTM to construct a homogeneous matrix which effects the desired rotation by right multiplying the matrix by the homogeneous coordinates of any ordinary point. Directions ("ideal points") can also be used as parameters or operated on by the matrix.
I am defining an ndimensional rotation as an isometry with an n2 dimensional pointwise invariant "axis". However, I notice that some online sources define ndimensional rotations as isometries with an invariant POINT. It appears these two definitions are equivalent, that is, that if an isometry has an invariant point, it must have a pointwise invariant n2 dimensional flat. In three dimensions, this implies the composition of two successive rotations about a point must be another rotation about that point, with some axis line. This is well known, but not so easy to visualize. Perhaps a reader can clarify this issue  it bears on the very definition of an ndimensional rotation.
Re: ndimensional rotation matrix
I like the introductory Geometric Algebra rotation examples, use the even # of reflections in a 2plane, Rotors as normalized real Clifford multivectors with scalar and even kblade parts, "sandwich" multiplication v'=RvR^{1}
how about Googling for Cookbook approaches: http://www.cs.indiana.edu/pub/hanson/Si ... gndrot.pdf looks more matrix oriented
how about Googling for Cookbook approaches: http://www.cs.indiana.edu/pub/hanson/Si ... gndrot.pdf looks more matrix oriented
Who is online
Users browsing this forum: No registered users and 9 guests