The Catch-24 encoding was based on the quaternion multiplication table:

where the units x(i), y(j), z(k) denote a 180° rotation along 3 axes, and the square root of the unit corresponds to a 90° rotation.
Multiplication of quaternions means concatenation of rotations.
We add "salts" (the inverse code of the original position) to the preliminary Catch-24 code using the "multiplication" table for quaternions, where the factors are 24 rotations of the entire cube, and get the final Catch-24 code:

The Catch-24 code allows the color code to be shortened from 54 to 18 characters. Another non-obvious property of the code is the ability to eliminate the human factor in automatic scrambling by a robot (in the absence of a solution in the form of scramble moves) at competitions.
20 randomly selected, positions (cube20.org):


Example of coding Catch-24 (position superflip-composed with four spot).

where the units x(i), y(j), z(k) denote a 180° rotation along 3 axes, and the square root of the unit corresponds to a 90° rotation.
Multiplication of quaternions means concatenation of rotations.
We add "salts" (the inverse code of the original position) to the preliminary Catch-24 code using the "multiplication" table for quaternions, where the factors are 24 rotations of the entire cube, and get the final Catch-24 code:

The Catch-24 code allows the color code to be shortened from 54 to 18 characters. Another non-obvious property of the code is the ability to eliminate the human factor in automatic scrambling by a robot (in the absence of a solution in the form of scramble moves) at competitions.
20 randomly selected, positions (cube20.org):


Example of coding Catch-24 (position superflip-composed with four spot).
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