Do you know how to apply your quaternion to a vector to rotate it? It's something like v' = q * v * conj(q). Plug in (0,1,0) and see what comes out.
For now I did like this:
Quaternion newQuaternion = qRotation;
newQuaternion.Conjugate();
Vector3 vector3 = Vector3.Transform(Vector3.Up, qRotation);
vector3 = Vector3.Transform(vector3, newQuaternion);
double angle = Math.Acos(Vector3.Dot(vector3, Vector3.Up));
qRotation *= Quaternion.RotationAxis(vector3, (float) angle);
But this caused to view completely disappear in some angle and it not fixes roll issue. What I did wrong here?