I imagine this question has a straightforward answer, but I haven't been able to think of it on my own.
It's well-accepted that you can represent a rotation in three-space with a unit quaternion. In other words, any rotation can be represented by some object of the form $q = a\textbf{i} + b\textbf{j} + c\textbf{k} + d$, where $|q|=1$. In computer graphics, these are usually represented as four-tuples $(a, b, c, d)$.
I've seen it claimed that all four of these numbers are needed. For example, from this discussion of rotations in Clifford algebra:
It is almost but not quite possible to represent a rotor in three dimensions using only three numbers, not four, because it is almost possible to infer the scalar piece using the normalization condition (equation 10).
I'm curious about the "not quite" here. Given the three imaginary/bivector terms, and the fact that the result has to have a norm of 1, shouldn't it always be possible to solve for the real/scalar term? The only ambiguity I can think of is the sign (since taking the norm involves squaring), but I thought the sign of the scalar part didn't affect the rotation, since applying the rotation involves multiplying the scalar part in twice.
So: why can't we represent these rotors with only three terms? In other words, why do we need to record the real part of the quaternion as well as the imaginary part, instead of solving for it later from the imaginary part and the normalization condition? Or in other other words—why isn't a rotation uniquely determined by the imaginary part of the quaternion (and knowing that the norm has to be 1)?