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Maths - Group Theory

This is a branch of mathematics called group theory. A group is any set of objects with an associated operation that combines pairs of objects in the set. In other words a group is defined as a set G together with a binary operation. We will use * to denote the operation although this does not imply that groups only apply to multiplication. An example of a group might be the set of all integers with the operation of addition.

Groups provide a level of abstraction apart from mathematical notations. For example, rotations might be modeled by matrices or by quaternions or by multivectors or by some other notation, however we may wish to study the properties of rotations without getting involved with the mechanics of matrices etc. Groups alone wont allow us to do the calculations but they do allow us to categorize the properties of rotations in this example.

(This page is about the mathematical concept of a group, other pages on this site uses the term group in a different way, as a type of node in a scenegraph which contains other nodes.)

There are many types of groups:

Axioms of a group

In order to be a group, a set of objects plus an operation, must obey the following axioms:

Abelion Groups

In general, for groups, there is no requirement for commutativity, so a * b is not necessarily equal to b * a. We can consider this as an optional property, if a group does have a commutativity property it is known as an Abelion Group.

Rotation Groups

There are 4 main Lie rotation groups (I have put the full story on this page):

How can we have rotations in 'n' complex/quaternion/octonion dimensions? I think this is shorthand for an isometry group of the projective plane over the complex/quaternions/octonions.

So, for instance, SU(2) might be thought of as a group of rotations in 2 complex dimensions. Two complex dimensions (represented by quaternions) contains 4 dimensions, but we use this to represent a double cover of rotation in 3D, so we project these 4 dimensions onto 3D space.

 

 

 


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Correspondence about this page

Book Shop - Further reading.

Where I can, I have put links to Amazon for books that are relevant to the subject, click on the appropriate country flag to get more details of the book or to buy it from them.

cover Mathematics for 3D game Programming - Includes introduction to Vectors, Matrices, Transforms and Trigonometry. (But no euler angles or quaternions). Also includes ray tracing and some linear & rotational physics also collision detection (but not collision response).

Other Math Books

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Can you help?

Please send me any improvements to here. I would appreciate ideas to make the pages more useful including error correction, ideas for new pages, improvements to wording. It helps if you quote the full URL of the page.

 

Terminology and Notation

Specific to this page here:

 

program

I am working on a project which uses these principles, if you would like to help me with this you are welcome to join in, here:

http://sourceforge.net/projects/mjbworld/

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