3 ms·
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 sing
by mrcode007 3y ago
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 3y ago> 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 https://en.wikipedia.org/wiki/Gimbal_lock
- mrcode007 3y agoYou’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.
- j2kun 3y agoReferences though. If you had to prove it was ubiquitous, what would you point to?
- djmips 3y agoYou could look at the Unreal Engine source.