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Quaternion Rotation

Avoiding Gimbal Lock. \( q = w + xi + yj + zk \). Rotation by angle \(\theta\) around axis \( \mathbf{u} \): \( q = \cos(\theta/2) + \mathbf{u} \sin(\theta/2) \)

3D Object (Rotate via Q)

Quaternion Space (4D projected)

w: 1.00
x: 0.00
y: 0.00
z: 0.00