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Thankfully it's buried at the end of the article: > Beyond 4D, you could continue using NxN rotation matrices, but since GPUs don’t support that, I’d use roto
by Ericson2314 6y ago
Thankfully it's buried at the end of the article:
> Beyond 4D, you could continue using NxN rotation matrices, but since GPUs don’t support that, I’d use rotors from Geometric Algebra to simplify implementation, which is how you generalize quaternions to higher dimensions.
All hail Clifford! https://arxiv.org/abs/1401.2371 https://arxiv.org/abs/1401.2371 for elegant and computationally efficient methods