Coordinate System Transformations

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SUMMARY

The discussion focuses on calculating a Rotation Matrix for transforming coordinates between two frames, A and B. It highlights that the transformation of the standard basis vectors directly informs the columns of the rotation matrix. The conversation emphasizes that not all changes between coordinate systems can be represented by a rotation matrix, as some transformations may not be purely rotational. The example provided illustrates a rotation of +π/2 about the z-axis of Frame A, resulting in specific mappings of the axes between the two frames.

PREREQUISITES
  • Understanding of coordinate frames and transformations
  • Familiarity with rotation matrices
  • Basic knowledge of linear algebra concepts
  • Concept of standard basis vectors
NEXT STEPS
  • Study the derivation of Rotation Matrices in 3D space
  • Learn about Euler angles and their relationship to rotation matrices
  • Explore the implications of non-rotational transformations in coordinate systems
  • Investigate applications of rotation matrices in computer graphics and robotics
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Mathematicians, engineers, computer scientists, and anyone involved in 3D modeling or robotics who needs to understand coordinate transformations and rotation matrices.

phil0stine
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Lets say I have Coordinate Frame's A and B.

and...

I have the coordinates of the 3 principle axes of B in terms of Frame A,

So for a simple example, a rotation of +pi/2 about the z axis of A would yield the following mapping of the xyz axes of B in terms of Frame A:

XA -> -YB
YA -> XB
ZA -> ZB

My question is: Given a slightly more complex mapping, but without knowledge of euler rotations, how could a Rotation Matrix be calculated?

Thanks in advance
 
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Just look at how the standard basis vectors transform. Those are the columns of your rotation matrix. Also, for a change of coordinate systems, a rotation matrix need not exist (some changes are not rotations.)
 
JeSuisConf said:
Just look at how the standard basis vectors transform. Those are the columns of your rotation matrix. Also, for a change of coordinate systems, a rotation matrix need not exist (some changes are not rotations.)

Clean and simple, with the added bonus of triggering a very faint memory of learning that once.

Thanks so much for clearing it up, this is what I need for my application.
 

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