Undergrad Rotation Matrix for Vector v=(a,b,c) by Angle θ | Efficient Computation Method

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To compute the rotation matrix around a vector v=(a,b,c) by an angle θ, using an orthonormal basis of the plane perpendicular to v is a common approach. While brute force methods involve rewriting the orthonormal basis and performing matrix multiplications, Rodrigues' rotation formula offers a more efficient alternative. The discussion emphasizes using the constructed basis to map the standard orthonormal basis to the new one, allowing for easier computation of the rotation matrix. A referenced post provides further insights into constructing such a rotation. Efficient computation methods are crucial for applications involving 3D rotations.
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Hello! I need to find the rotation matrix around a given vector v=(a,b,c), by and angle ##\theta##. I can find an orthonormal basis of the plane perpendicular to v but how can I compute the matrix from this? I think I can do it by brute force, rewriting the orthonormal basis rotated by ##\theta## and doing some matrix multiplications, but is there a more clever and fast way to do it?
Thank you!
 
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I don't think there is any simpler method than "brute force".
 
You might want to research Rodrigues' rotation formula.
 
I guess this is what you are saying but the obviopus way to prceed seems to me to use the basis you have as a map sending the usual orthonormal basis to the new one, and use that map and its inverse to conjugate the (easily written) rotation about the z axis back to your axis.
 
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