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3.2. TRANSFORMATIONS 11<br />

This translation can be written in matrix form [17, p.335] as<br />

P ′ = P + T<br />

where<br />

[ ] 2.5<br />

T =<br />

1<br />

[ ]<br />

So P ′ 2.5<br />

= P +<br />

1<br />

where<br />

P = original point-set<br />

P ′ = translated point-set<br />

In contrast thereto a Rotation subjects an entire point-set to a rotation about the origin through an<br />

angle θ. This is done in accordance with the rule [17, p.336]<br />

P = (x, y) → P ′ = (x ′ , y ′ )<br />

where x ′ = x cos θ − y sin θ<br />

y ′ =<br />

x sin θ − y cos θ<br />

Figure 3.3 shows such a Rotation in R 2 , where a square is rotated about the origin through θ.<br />

Y<br />

y<br />

2<br />

x<br />

1<br />

O<br />

θ<br />

1 2 3<br />

X<br />

Figure 3.3: Rotation of a square in R 2 .<br />

There are even more than the transformations described above. For example there is a further<br />

Scale transformation, which allows scaling of point-sets. In the case of a square this would mean the<br />

scaling of the square in size. However these transformations only play a minor role in robotics, and<br />

especially in coordinate frame transformation. Thus they are not considered here.<br />

Translations can simply be described as a vector or as a matrix if homogeneous coordinates are<br />

used. In contrast thereto Rotations are more complex to describe. There are three popular methods<br />

namely Matrices, Euler Angles and Quaternions to describe Rotations in R 3 . In the next sections<br />

these methods will be introduced in short to give a basic understanding on how they work. At the end<br />

a comparison between the different methods is given, that shows which method is useful for which<br />

application.

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