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Maths - Conversion Matrix to Quaternion

Equations

if:

then:

qw= sqrt (1 + m00 + m11 + m22) /2
qx = (m21 - m12)/( 4 *qw)
qy = (m02 - m20)/( 4 *qw)
qz = (m10 - m01)/( 4 *qw)

Java Code

Simple Code

public final void set(Matrix4f m1) {
	w = Math.sqrt(1.0 + m1.m00 + m1.m11 + m1.m22) / 2.0;
	double w4 = (4.0 * w);
	x = (m1.m21 - m1.m12) / w4 ;
	y = (m1.m02 - m1.m20) / w4 ;
	z = (m1.m10 - m1.m01) / w4 ;
}

The above should work assuming that the matrix is orthogonal (it represents a pure rotation), but if the matrix only represents a pure rotation then it has a lot of redundant information (9 values which we are converting down to 4) . If it is not a pure rotation then the following algorithm may be more resilient.

Even with orthogonal matrix the value of qw could be very small (or just 0) and produce big numerical errors when dividing. So it is better to use the following code:

Better code

1) Calculate the trace(the sum of the diagonal elements) of the matrix T from the equation:

T = 4 - 4*qx2 - 4*qy2 - 4*qz2
= 4( 1 -qx2 - qy2 - qz2 )
= m00 + m11 + m22 + 1

If the trace of the matrix is greater than zero, then the result is:

      S = 0.5 / sqrt(T)
      W = 0.25 / S
      X = ( m21 - m12 ) * S
      Y = ( m02 - m20 ) * S
      Z = ( m10 - m01 ) * S

If the trace of the matrix is less than or equal to zero then identify which major diagonal element has the greatest value.

if (m00 > m11)&(m00 > m22)) { 
   S = sqrt( 1.0 + m00 - m11 - m22 ) * 2; // S=4*qx 
   qw = (m21 - m12) / S;
   qx = 0.25 * S;
   qy = (m01 + m10) / S; 
   qz = (m02 + m20) / S; 
} else if (m11 > m22)) { 
   S = sqrt( 1.0 + m11 - m00 - m22 ) * 2; // S=4*qy
   qw = (m02 - m20) / S;
   qx = (m01 + m10) / S; 
   qy = 0.25 * S;
   qz = (m12 + m21) / S; 
} else { 
   S = sqrt( 1.0 + m22 - m00 - m11 ) * 2; // S=4*qz
   qw = (m10 - m01) / S;
   qx = (m02 + m20) / S; 
   qy = (m12 + m21) / S; 
   qz = 0.25 * S;
} 

C++ Code (kindly sent to me by Angel)

There is also code from minorlogic at the end of this page. This includes code for both normalised and unnormalised quaternions.

inline void CalculateRotation( Quaternion& q ) const {
  float trace = a[0][0] + a[1][1] + a[2][2] + 1.0f;
  if( trace > M_EPSILON ) {
    float s = 0.5f / sqrtf(trace);
    q.w = 0.25f / s;
    q.x = ( a[2][1] - a[1][2] ) * s;
    q.y = ( a[0][2] - a[2][0] ) * s;
    q.z = ( a[1][0] - a[0][1] ) * s;
  } else {
    if ( a[0][0] > a[1][1] && a[0][0] > a[2][2] ) {
      float s = 2.0f * sqrtf( 1.0f + a[0][0] - a[1][1] - a[2][2]);
      q.w = (a[2][1] - a[1][2] ) / s;
      q.x = 0.25f * s;
      q.y = (a[0][1] + a[1][0] ) / s;
      q.z = (a[0][2] + a[2][0] ) / s;
    } else if (a[1][1] > a[2][2]) {
      float s = 2.0f * sqrtf( 1.0f + a[1][1] - a[0][0] - a[2][2]);
      q.w = (a[0][2] - a[2][0] ) / s;
      q.x = (a[0][1] + a[1][0] ) / s;
      q.y = 0.25f * s;
      q.z = (a[1][2] + a[2][1] ) / s;
    } else {
      float s = 2.0f * sqrtf( 1.0f + a[2][2] - a[0][0] - a[1][1] );
      q.w = (a[1][0] - a[0][1] ) / s;
      q.x = (a[0][2] + a[2][0] ) / s;
      q.y = (a[1][2] + a[2][1] ) / s;
      q.z = 0.25f * s;
    }
  }
}

Alternative Method

Christian has suggested an alternative algorithm and he makes a convincing argument that this is more efficient here.

quaternion.w = sqrt( max( 0, 1 + m00 + m11 + m22 ) ) / 2;
quaternion.x = sqrt( max( 0, 1 + m00 - m11 - m22 ) ) / 2;
quaternion.y = sqrt( max( 0, 1 - m00 + m11 - m22 ) ) / 2;
quaternion.z = sqrt( max( 0, 1 - m00 - m11 + m22 ) ) / 2;
Q.x = _copysign( Q.x, m21 - m12 )
Q.y = _copysign( Q.y, m02 - m20 )
Q.z = _copysign( Q.z, m10 - m01 )

Scaling

Since it is possible for both matrices and quaternions to represent scaling in addition to rotation, then it would be possible to include this in the convertion. In most cases this is not necessary, as we only want to represent rotations, but if you do need to include a scale factor then you might want to try this method suggested by Christian.

Of course, this will mean that the matrix is no longer orthogonal and that the quaternion is no longer normalised.

We first calculate absQ2 which is the cube root of the volume spanned by the matrix axes.

absQ2 = det( matrix )^(1/3)

quaternion.w = sqrt( max( 0, absQ2 + m00 + m11 + m22 ) ) / 2;

...etc

Rounding Errors

When comparing different methods of doing this conversion I think we should consider sensitivity to rounding errors. In other words, the matrix contains redundant information so, althrough a matrix may initially be orthogonal, if we then do some rotation operations rounding errors may de-orthogonalise the matrix, if this happens which method is most likely to cancel out the errors?

I don't know how best to tackle this? say, for instance, rounding errors introduce an error 'delta e' to one element of the matrix, but we don't know which element has the error. Which method is most likely to cancel out this error? Which method is most likely to produce a normalised quaternion?

Derivation of Equations

Quaternion multiplication and orthogonal matrix multiplication can both be used to represent rotation. If a quaternion is represented by qw + i qx + j qy + k qz , then the equivalent matrix, to represent the same rotation, is:

1 - 2*qy2 - 2*qz2 2*qx*qy - 2*qz*qw 2*qx*qz + 2*qy*qw
2*qx*qy + 2*qz*qw 1 - 2*qx2 - 2*qz2 2*qy*qz - 2*qx*qw
2*qx*qz - 2*qy*qw 2*qy*qz + 2*qx*qw 1 - 2*qx2 - 2*qy2

This assumes that the quaternion is normalised (qw2 + qx2 + qy2 + qz2 =1) and that the matrix is orthogonal.

This page discusses the equivalence of quaternion multiplication and orthogonal matrix multiplication.

So this gives the following equations:

This contains more information than we need, so we need to choose a method which is less sensitive to matrix not being orthogonal.

If the quaternion is normalised: qx2 + qy2 + qz2+ qw2 = 1

so,

qw2 = 1 - qx2 - qy2 - qz2

multiply both sides by 4 gives,

4 * qw2 = 4 - 4*qx2 - 4*qy2 - 4*qz2

4 * qw2 = 1 + 1 - 2*qy2 - 2*qz2 + 1 - 2*qx2 - 2*qz2 + 1 - 2*qx2 - 2*qy2

4 * qw2 = 1 + m00 + m11 + m22

so qw= ±½√(1 + m00 + m11 + m22)

the sum of the diagonal elements is known as the trace (Tr), this gives,

qw= sqrt (1 + Tr) /2

this method can only be used if we are taking the square root of a positive number ie,

1 + Tr <= 0

Is this always the case for orthogonal matrices ???

So we have an equation for qw, to get the other values we can use:

m21 - m12 = 2*qy*qz - 2*qx*qw - 2*qy*qz - 2*qx*qw

m21 - m12 = 4 *qx*qw

therefore:

qx = (m21 - m12)/( 4 *qw)

now calculate qy

m02 - m20 = 2*qx*qz + 2*qy*qw - 2*qx*qz + 2*qy*qw

m02 - m20 = 4*qy*qw

therefore:

qy = (m02 - m20)/( 4 *qw)

now calculate qz,

m10 - m01 = 2*qx*qy + 2*qz*qw - 2*qx*qy + 2*qz*qw

m10 - m01 = 4*qz*qw

therefore:

qz = (m10 - m01)/( 4 *qw)

so summarising the results:

Different Methods

There are 4 related methods to calculate the conversion. This gives us alternatives to calculate the result when the simple method above would require us to calculate the square root of a negative number. We can calculate either of the quaternion terms (qw, qx, qy or qz) from the leading diagonal terms of the matrix and then calculate the other terms from the non-diagonal terms:

m00=1 - 2*qy2 - 2*qz2 m01=2*qx*qy - 2*qz*qw m02=2*qx*qz + 2*qy*qw
m10=2*qx*qy + 2*qz*qw m11=1 - 2*qx2 - 2*qz2 m12=2*qy*qz - 2*qx*qw
m20=2*qx*qz - 2*qy*qw m21=2*qy*qz + 2*qx*qw m22=1 - 2*qx2 - 2*qy2

By adding and subtracting these terms we can separate out the quaternion terms.

From the diagonal terms:

From the non diagonal terms (subtracting terms):

From the non diagonal terms (adding terms):

combining these diagonal and non-diagonal results we get:

method 1 (qw from diagonal) method 2 (qx from diagonal) method 3 (qy from diagonal) method 4 (qz from diagonal)

qw=±½√(1 + m00 + m11 + m22)

qx*qw = ¼(m21-m12)
gives:
qw = (m21-m12)/(4*qx)

qy*qw = ¼(m02-m20)
gives:
qw = (m02-m20)/(4*qy)
qz*qw = ¼(m10-m01)
gives:
qw = (m10-m01)/(4*qz)

m21 - m12 = 2*qy*qz - 2*qx*qw - 2*qy*qz - 2*qx*qw
m21 - m12 = 4 *qx*qw
therefore:
qx = (m21 - m12)/( 4 *qw)

1 + m00 - m11 - m22
= 1 + 1 - 2*qy2 - 2*qz2 - 1 + 2*qx2 + 2*qz2 - 1 + 2*qx2 + 2*qy2
= 4*qx2
therefore:
qx=±½√(1 + m00 - m11 - m22)

qx*qy = ¼(m10+m01)
gives:
qx = (m10+m01)/(4*qy)
qx*qz = ¼(m02+m20)
gives:
qx = (m02+m20)/(4*qz)

m02 - m20 = 2*qx*qz + 2*qy*qw - 2*qx*qz + 2*qy*qw
m02 - m20 = 4*qy*qw
therefore:
qy = (m02 - m20)/( 4 *qw)

qx*qy = ¼(m10+m01)
gives:
qy = (m10+m01)/(4*qx)

1 + m11 - m00 - m22
= 1 + 1 - 2*qx2 - 2*qz2 - 1 + 2*qy2 + 2*qz2 - 1 + 2*qx2 + 2*qy2
= 4*qy2
therefore:
qy=±½√(1 + m11 - m00 - m22)

qy*qz = ¼(m21+m12)
gives:
qy = (m21+m12)/(4*qz)

m10 - m01 = 2*qx*qy + 2*qz*qw - 2*qx*qy + 2*qz*qw
m10 - m01 = 4*qz*qw
therefore:
qz = (m10 - m01)/( 4 *qw)

qx*qz = ¼(m02+m20)
gives:
qz = (m02+m20)/(4*qx)
qy*qz = ¼(m21+m12)
gives:
qz = (m21+m12)/(4*qy)

1 + m22 - m00 - m11
= 1 +1 - 2*qx2 - 2*qy2 - 1 + 2*qy2 + 2*qz2 - 1 + 2*qx2 + 2*qz2
= 4*qz2
therefore:
qz=±½√(1 + m22 - m00 - m11)

So, in theory, we can calculate the quaternion from just the diagonal terms. This would require us to calculate 4 square roots, there is a problem with this, the result of a square root may be either positive or negative and therefore we can't determine the signs of the terms. It is therefore better to calculate one quaternion term from the diagonal and the remaining terms from the non-diagonal. We still have to choose the sign of this first term, we can choose either positive or negative because there are two possible quaternions that can represent any given 3D rotation, what matters is the relative signs of the terms.

Another issue is the speed of the calculation, the square root function has always been taken to be slow, this may be less so on modern computers. I must admit, I have not tested it, but even so I think its best to minimise the number of square roots.

Perhaps the most important issue is the accuracy of the result, if the value derived from the diagonal is small, then any errors in this value will be multiplied up when we calculate the other values. Therefore we may get the most accurate result if we choose the column in the table above which not only avoids the square root of a negative number but also gives the largest diagonal term for the particular rotation that we are calculating.

Issues

This page assumes:

If these conditions are satisfied then the resulting quaternion should be normalised.

Rotation about a point other than origin

Quaternions and 3×3 matrices alone can only represent rotations about the origin. But if we include a 3D vector with the quaternion we can use this to represent the point about which we are rotating. Also if we use a 4×4 matrix then this can hold a translation (as explained here) and therefore can specify a rotation about a point.

The following code generates a 3D vector (representing the centre of rotation) from the 4x4 matrix. The theory is given here.

Cx
Cy
Cz
= 1/det[m] *
(m11 - 1)*m22 - m12*m21 m02*m21 - m01*(m22 - 1) m01*m12 - m02*(m11 - 1)
m12*m20 - m10*(m22 - 1) m00*(m22 - 1) - m02*m20 m02*m10 - (m00 - 1)*m12
m10*m21 - (m11 - 1)*m20 m01*m20 - (m00 - 1)*m21 m00*(m11 - 1) - m01*m10
m03
m13
m23

Example

we take the 90 degree rotation from this: to this:

As shown here the matrix for this rotation is:

[R] =
1 0 0
0 0 -1
0 1 0

So using the above result:

qw= sqrt (1 + m00 + m11 + m22) /2 = sqrt (2)/2 = 1.4142/2 = 0.7071
qx = (m21 - m12)/( 4 *qw) = 2/(4 * 0.7071) = 1/ 1.4142 = 0.7071
qy = (m02 - m20)/( 4 *qw) = 0
qz = (m10 - m01)/( 4 *qw) = 0

This gives the quaternion 0.7071 + i 0.7071

As you can see here, this gives the result that we are looking for.

Angle Calculator and Further examples

I have put a java applet here which allows the values to be entered and the converted values shown along with a graphical representation of the orientation.

Also further examples in 90 degree steps here

Here is a simple javascript calculator, input matrix values then press calculate button:

qx:
qy:
qx:
qw:
error:

metadata block
see also:

 

Correspondence about this page

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next x

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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.

 

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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