Do conventions jo hum is poore page par reuse karte hain:
Yahan n^ ka matlab hai ek unit axis (length 1). Chhota hat ^ bas ek reminder hai
"is arrow ki length one hai." θ turn angle hai, aur 2θ woh half-angle hai
jo q ke andar rehta hai kyunki q ko sandwich mein do baar use kiya jaata hai.
Kya aap ek quaternion padh kar yeh bata sakte ho ki woh kaunsi rotation encode karta hai?
Recall Solution L1.1
HUM KYA KARTE HAIN:q=(w,v)=(cos2θ,sin2θn^) se match karo.
Scalar part hai w=cos2θ=23, toh 2θ=30∘ aur
θ=60∘.
Vector part hai (0,0,21)=sin2θn^. Kyunki sin30∘=21,
axis hai n^=(0,0,1) — yani z-axis.
Answer:+z ke around 60∘ rotation.
Recall Solution L1.2
Ek rotation quaternion ki length 1 honi chahiye. Compute karo:
∥q∥=12+12+02+02=2=1.
Toh nahi, yeh valid nahi hai. Length se divide karke normalize karo:
qunit=21(1,1,0,0)=(22,22,0,0).
Ab w=cos2θ=22⇒θ=90∘x-axis ke around.
Recall Solution L1.3
Unit quaternion ke liye, inverse = conjugate = sirf vector part ka sign flip karo:
q−1=q∗=(22,0,−22,0).
Geometric read: q, +y ke around +90∘ rotate karta hai; q−1, +y ke around −90∘ rotate karta hai — yani undo.
Rodrigues use karo θ=90∘ ke saath (cos=0,sin=1), n^=(0,0,1), v=(1,0,0).
n^⋅v=0 (toh last term vanish ho jaata hai),
n^×v=(0,0,1)×(1,0,0)=(0,1,0).
v′=vcos90∘+(n^×v)sin90∘=0+(0,1,0)=(0,1,0).Dikhta kya hai:+x arrow quarter-turn counter-clockwise ghoom ke +y par aa jaata hai (neeche figure dekho).
Recall Solution L2.2
Yahan v axis n^=(0,0,1) ke along point karta hai.
n^×v=0, n^⋅v=5.
v′=(0,0,5)cos90∘+0+n^(5)(1−cos90∘)=(0,0,0)+(0,0,5)=(0,0,5).Unchanged.z ke around spin karne se kuch jo already z ke along point kar raha hai, move nahi ho sakta.
Term by term:
vcosθ=(−21,0,0),(n^×v)sinθ=31(0,1,−1)⋅23=(0,21,−21),n^(n^⋅v)(1−cosθ)=31(1,1,1)⋅31⋅23=(21,21,21).
Add karo: v′=(−21+0+21,0+21+21,0−21+21)=(0,1,0).Dikhta kya hai: body-diagonal ke around 120∘ turn cyclically map karta hai
x→y→z→x; sach mein +x→+y. ✓
Structure ke baare mein sochna, sirf numbers plug karna nahi.
Recall Solution L3.1
Sandwich hai (−q)v(−q)−1. Kyunki (−q)−1=−q−1 (har entry flip karne se inverse bhi flip hota hai),
(−q)v(−q)−1=(−1)(−1)qvq−1=qvq−1.
Dono minus signs cancel ho jaate hain. Numerically dono L2.1 se (0,1,0) dete hain.
Matlab:q aur −qsame physical rotation hain — quaternions rotations ko double-cover karte hain.
Recall Solution L3.2
qx=(22,22,0,0), qz=(22,0,0,22).
(a) pehle x.(0,0,1) ko x ke around 90∘ rotate karo: n^=(1,0,0),
n^×v=(0,−1,0), n^⋅v=0 ⇒
(0,0,1)→(0,−1,0). Phir z ke around 90∘: n^=(0,0,1),
(0,0,1)×(0,−1,0)=(1,0,0) ⇒ (0,−1,0)→(1,0,0).
Result (a): (1,0,0).
(b) pehle z.(0,0,1) ko z ke around 90∘ rotate karo: yeh on-axis hai ⇒ (0,0,1) hi rehta hai.
Phir x ke around 90∘: (0,0,1)→(0,−1,0).
Result (b): (0,−1,0).
(1,0,0)=(0,−1,0) ⇒ order matter karta hai. Single-quaternion form mein yeh clearly dikhta hai:
(a) hai qzqx, (b) hai qxqz, aur qzqx=qxqz.
Recall Solution L3.3
Product ka conjugate lo (yeh order reverse karta hai): (qvq−1)∗=(q−1)∗v∗q∗.
Unit q ke liye: q−1=q∗, toh (q−1)∗=q aur q∗=q−1. Ek pure quaternion satisfy karta hai
v∗=−v. Substitute karo:
(qvq−1)∗=q(−v)q−1=−qvq−1.
Jo quaternion apne conjugate ke minus ke barabar hota hai, uska scalar part w aisa hota hai ki w=−w⇒w=0.
Isliye v′ pure hai — ek legal 3D vector. ∎
Kai ideas combine karo ya scratch se quaternion banao.
Recall Solution L4.1
Axis: dono vectors ke perpendicular ⇒ unke cross product ka direction.
n^∝(1,0,0)×(0,1,0)=(0,0,1), already unit hai.
Angle:(1,0,0) aur (0,1,0) ke beech angle 90∘ hai (dot product =0).
Half-angle build:q=(cos45∘,sin45∘(0,0,1))=(22,0,0,22).
L2.1 se check karo: yeh q sach mein (1,0,0)→(0,1,0) bhejta hai. ✓
Recall Solution L4.2
q1=(22,0,0,22), q2=(22,22,0,0).
Hamilton product q2q1=(w2w1−v2⋅v1,w2v1+w1v2+v2×v1)
with w1=w2=22, v1=(0,0,22), v2=(22,0,0):
cos2θ=1⇒θ=0: identity (koi rotation nahi). Vector part hai
(0,0,0), toh sin2θ=0 aur axis undefined hai — tum zero se divide nahi kar sakte.
Interpretation: zero-angle rotation ka koi preferred axis nahi hota; har axis kaam karta hai kyunki
kuch move nahi hota. Software ko yeh special-case karna padta hai (jaise identity axis return karo) zero se
(0,0,0)/0 divide karne ki jagah.
Recall Solution L5.2
cos90∘=0, sin90∘=1, toh q=(0,n^) — ek pure quaternion (zero scalar).
Yeh woh borderline hai jahan q aur −q ko alag karna sabse mushkil hota hai, aur jahan scalar
koi angle info nahi deta; axis poori tarah vector part mein rehta hai.
n^=(0,0,1) ke saath, Rodrigues: cos180∘=−1,sin180∘=0, n^⋅v=0:
v′=(1,0,0)(−1)+0+0=(−1,0,0).z ke around half-turn +x ko −x kar deta hai. ✓ (Figure dekho.)
Recall Solution L5.3
L2.3 se, x^=(1,0,0)→(0,1,0). Usi cyclic symmetry se, y^=(0,1,0)→(0,0,1).
Lengths: ∣(0,1,0)∣=1, ∣(0,0,1)∣=1 — preserved.
Dot product: (0,1,0)⋅(0,0,1)=0 — abhi bhi perpendicular.
Kyun aisa hona hi chahiye:qvq−1 dot products preserve karta hai (yeh ek orthogonal transformation hai),
toh angles aur lengths untouched rehte hain — yahi cheez isse genuine rotation banati hai na ki stretch.
Yeh quaternion route hai Rotation matrices & orthogonality ki taraf.
Recall Solution L5.4
Constant ω ke saath z ke along, q˙=21qω ka solution ek
steady rotation hai jiska angle θ(t)=Ωt ke roop mein z ke around badhta hai:
q(t)=(cos2Ωt,0,0,sin2Ωt).t=0 par yeh (1,0,0,0) hai ✓. Half-angle phir se dikha — rateq ke andar 21Ω hai
lekin body physically Ω par turn karti hai. Yeh connect hota hai
> Angular velocity & quaternion kinematics $\dot q=\tfrac12 q\omega$ aur
> Spacecraft attitude determination (GNC) se.