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Texture Components and Euler Angles: part 2 June 2007

Texture Components and Euler Angles: part 2 June 2007. L4: from 27-750, Advanced Characterization & Microstructural Analysis, A.D. (Tony) Rollett. Lecture Objectives. Show how to convert from a description of a crystal orientation based on Miller indices to matrices to Euler angles

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Texture Components and Euler Angles: part 2 June 2007

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  1. Texture Components and Euler Angles: part 2June 2007 L4: from 27-750, Advanced Characterization & Microstructural Analysis, A.D. (Tony) Rollett

  2. Lecture Objectives • Show how to convert from a description of a crystal orientation based on Miller indices to matrices to Euler angles • Give examples of standard named components and their associated Euler angles • The overall aim is to be able to describe a texture component by a single point (in some set of coordinates such as Euler angles) instead of needing to draw the crystal embedded in a reference frame • Part 2 provides mathematical detail Obj/notation AxisTransformation Matrix EulerAngles Components

  3. Notation: vectors, matrices • Vector-Matrix: v is a vector, A is a matrix • Index notation: explicit indexes (Einstein convention):vi is a vector, Ajk is a matrix (maybe tensor, though not necessarily) • Scalar (dot) product: c = a•b = aibi; zero dot product means vectors are perpendicular. For two unit vectors, the dot product is equal to the cosine of the angle between them. • Vector (cross) product: c = ci = a x b = ab = eijk ajbk; generates a vector that is perpendicular to the first two. Obj/notation AxisTransformation Matrix EulerAngles Components

  4. Miller indices to vectors • Need the direction cosines for all 3 crystal axes. • A direction cosine is the cosine of the angle between a vector and a given direction or axis. • Sets of direction cosines can be used to construct a transformation matrix from the vectors. Obj/notation AxisTransformation Matrix EulerAngles Components

  5. Rotation of axes in the plane:x, y = old axes; x’,y’ = new axes y y’ v x’ q x N.B. Passive Rotation/ Transformation of Axes Obj/notation AxisTransformation Matrix EulerAngles Components

  6. Definition of an Axis Transformation:e = old axes; e’ = new axes Sample to Crystal (primed) ^ ^ e’3 e3 ^ e’2 ^ e2 ^ ^ e’1 e1 Obj/notation AxisTransformation Matrix EulerAngles Components

  7. Geometry of {hkl}<uvw> Sample to Crystal (primed) ^ ^ Miller indexnotation oftexture componentspecifies directioncosines of xtaldirections || tosample axes. e’3 e3 || (hkl) [001] [010] ^ e’2 ^ ^ e2 || t ^ e1 || [uvw] ^ e’1 t = hklxuvw [100] Obj/notation AxisTransformation Matrix EulerAngles Components

  8. Form matrix from Miller Indices Obj/notation AxisTransformation Matrix EulerAngles Components

  9. Example of matrix formed from (111)[1-10] (111)[1-10] is a typical texture component found in rolled steel Obj/notation AxisTransformation Matrix EulerAngles Components

  10. Bunge Euler angles to Matrix Rotation 1 (f1): rotate axes (anticlockwise) about the (sample) 3 [ND] axis; Z1. Rotation 2 (F): rotate axes (anticlockwise) about the (rotated) 1 axis [100] axis; X. Rotation 3 (f2): rotate axes (anticlockwise) about the (crystal) 3 [001] axis; Z2. Obj/notation AxisTransformation Matrix EulerAngles Components

  11. Bunge Euler angles to Matrix, contd. A=Z2XZ1 Obj/notation AxisTransformation Matrix EulerAngles Components

  12. Matrix with Bunge Angles A = Z2XZ1 = [uvw] (hkl) Obj/notation AxisTransformation Matrix EulerAngles Components

  13. Matrix, Miller Indices • The general Rotation Matrix, a, can be represented as in the following: • Where the Rows are the direction cosines for [100], [010], and [001] in the sample coordinate system (pole figure). [100] direction [010] direction [001] direction Obj/notation AxisTransformation Matrix EulerAngles Components

  14. Matrix, Miller Indices • The columns represent components of three other unit vectors: TD ND(hkl) [uvw]RD • Where the Columns are the direction cosines (i.e. hkl or uvw) for the RD, TD and Normal directions in the crystal coordinate system. Obj/notation AxisTransformation Matrix EulerAngles Components

  15. Compare Matrices [uvw] (hkl) [uvw] (hkl) Obj/notation AxisTransformation Matrix EulerAngles Components

  16. Miller indices from Euler angle matrix Compare the indices matrix with the Euler angle matrix. n, n’ = factors to make integers Obj/notation AxisTransformation Matrix EulerAngles Components

  17. Euler angles from Orientation Matrix Notes:The range of inverse cosine (ACOS) is 0-π, which is sufficient for ;from this, sin() can be obtained;The range of inverse tangent is 0-2π, (must use the ATAN2 function) which is required for calculating 1 and 2. Corrected -a32 in formula for 1 18th Feb. 05

  18. Summary • Conversion between different forms of description of texture components described. • Physical picture of the meaning of Euler angles as rotations of a crystal given. • Miller indices are descriptive, but matrices are useful for computation, and Euler angles are useful for mapping out textures (to be discussed).

  19. Supplementary Slides • The following slides provide supplementary information.

  20. Other Euler angle definitions • A confusing aspect of texture analysis is that there are multiple definitions of the Euler angles. • Definitions according to Bunge, Roe and Kocks are in common use. • Components have different values of Euler angles depending on which definition is used. • The Bunge definition is the most common. • The differences between the definitions are based on differences in the sense of rotation, and the choice of rotation axis for the second angle. Obj/notation AxisTransformation Matrix EulerAngles Components

  21. Matrix with Kocks Angles a(Y,Q,f) = (hkl) [uvw] Note: obtain transpose by exchanging f and Y.

  22. Matrix with Roe angles (hkl) [uvw] a(y,q,f) =

  23. Euler Angle Definitions Kocks Bunge and Canova are inverse to one anotherKocks and Roe differ by sign of third angleBunge rotates about x’, Kocks about y’(2nd angle) Obj/notation AxisTransformation Matrix EulerAngles Components

  24. Conversions Obj/notation AxisTransformation Matrix EulerAngles Components

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