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Maths - Singularitys - Comparison of Euler Angles and Mercator Projection.

When converting between Euler angles and other representations of 3D rotations we get singularities. The aim of this page is to give an intuitive understanding of these singularities.

To do this we will compare 3D rotations with a similar, but different, problem - that of representing the surface of the earth on a 2 dimensional plane (Mercator Projection).

This is different because it only involves two angles: latitude and longitude, this should make it more intuitive to understand and yet still illustrate a singularity.

In mathematics there are different types of singularity, in these cases we are talking about the situation where:

The Mercator Projection maps the north and south poles to lines this means that, at these points, the projection is many to one:

earth projection

Simarly we can map Euler angles to quaternions (4 dimensional hypersphere). This maps a one dimensional space (rotations around 0,1,0 axis) to a two dimensional plane in Euler terms. This is where attitude = 90° and heading, bank vary:

north pole

On this plane lines of common orientation are diagonal lines, that is rotation around 0,1,0 axis are given by angle = heading+bank.

Similarly for the south pole.

 

 

 

 

 

 

 

 

 

 

 


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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 3D Math Primer - Aimed at complete beginners to vector and matrix algebra.

Other Math Books

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Where I can, I have put links to Amazon for commercial software, not directly related to the software project, but related to the subject being discussed, click on the appropriate country flag to get more details of the software or to buy it from them.

cover Dark Basic Professional Edition - It is better to get this professional edition

cover This is a version of basic designed for building games, for example to rotate a cube you might do the following:
make object cube 1,100
for x=1 to 360
rotate object 1,x,x,0
next x

cover Game Programming with Darkbasic - book for above software

 

Can you help?

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progam

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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