[HN Gopher] Quaternions, Interpolation and Animation (1998) [pdf]
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Quaternions, Interpolation and Animation (1998) [pdf]
Author : teleforce
Score : 45 points
Date : 2023-05-21 13:30 UTC (2 days ago)
(HTM) web link (web.mit.edu)
(TXT) w3m dump (web.mit.edu)
| tbm57 wrote:
| These were considered to be satanic black magic when they were
| first discovered. this is the 'quaternomicon'
| iTokio wrote:
| 1998
| j2kun wrote:
| I'm curious what modern animation systems use quaternions. Can
| anyone who knows graphics well provide references?
| mrcode007 wrote:
| They're ubiquitous in computer graphics for video games and to
| some degree in space and aeronautics. They're better than Euler
| angles because they don't go singular as often. There are other
| more ansvanced and better parametrizations though.
|
| In space rotations are of critical importance and ensure
| stability or instability depending on the axis of rotation
| interroboink wrote:
| > they don't go singular as often
|
| A term I've often heard is "gimbal lock"[1]. Can happen, eg,
| when a player points the camera straight up, then tries to
| rotate themselves (depending on how your axes are set up). I
| don't believe quaternions _ever_ have that particular
| problem, so not quite sure what is meant by "less often,"
| here.
|
| [1] https://en.wikipedia.org/wiki/Gimbal_lock
| mrcode007 wrote:
| You're right, quaternions don't go singular. I
| misremembered what the problem was. And the problem with
| the quaternions is that the multiple revolutions will
| resolve to the same quaternion and then you don't know how
| many times you've revolved around. For some applications
| this is important to know.
| Wistar wrote:
| The Grass Valley Group's late 1980s real-time digital video
| effects system, the Kaleidoscope, used quaternions for
| orientation of 2D planes in 3D space (Cartesian) to avoid
| gimbal lock although it also offered Euler angles for animation
| of multiple rotations.
| omoikane wrote:
| Many game engines has first class support for quaternions, for
| example Godot:
|
| https://docs.godotengine.org/en/stable/classes/class_quatern...
| gatane wrote:
| The answer to slerp is to slerp over slerp
| sxp wrote:
| It's somewhat silly to read about animation using a static doc.
| My preferred intro to quaternions in the context of motion is the
| pair of articles at https://acko.net/tag/quaternions/. They were
| critical helping me learn quaternions for computer graphics. I
| also recommend https://acko.net/blog/how-to-fold-a-julia-fractal/
| as a primer if you aren't comfortable with regular complex
| numbers.
| Culonavirus wrote:
| That site is pretty amazing.
| admsmz wrote:
| Geometric Algebra subsumes and extends quaternions:
|
| https://www.youtube.com/watch?v=60z_hpEAtD8
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