Figure 2, below, illustrates the basic problem. There are two matching point sets
or, alternatively, a matching point
and two vectors
in the model which match two vectors in the scene
. There are several different transformations which superimpose the model set on the scene set (or vice versa).
, the basic rotation matrix is

These can be combined to form
representing the point to be transformed as
in homogeneous coordinates. If
is a rotation matrix in 3D orthogonal space, then
and the determinant of
is 1. Representing
and so on this gives 6 constraint equations,
The first intuitive approach to define a rotation matrix might be the fixed axis method , e.g.
to the origin
about the original x-axis (positive rotation is from y to z)
about the original y-axis (positive rotation is from z to x)
about the original z-axis (positive rotation is from x to y)
This leads to a rotation matrix formed by the concatenation of the matrices for the three single angle rotations about the fixed axes,

Note also that the angles can be recovered,
,
and
.
A second method to define a rotation matrix, illustrated in Figure 2, above, is based on a rotation about an
arbitrary axis,
, by an angle
.
,
and
is defined
The rotation matrix is
Re-arranging, we can also express
and
in terms of the rotation matrix elements.
The trace of a square matrix
is defined as the sum of the diagonal elements,
. N is a normalisation operator,
.

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Least squares estimation of 3D pose ]