Removing Quaternions from 3D Engines
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I have always wanted a Barret Tiff precull. There is a lot stories left to tell before they all meet. They greyscale image would look great as a figure as well.

I can't get this to work! *cries* I tried on my windows computer, my chrome book and I cant get it on my ipad. what do I do?? how do I get it? I downloaded it to my chrome book, and my windows but all it did was leave a file that was empty.

All I saw was preset assets that also were placed at a 0% messy location. then its just deviatios from starting location and variations in material. all those word commands just result in different values for the 2 above parameters.

Removing Quaternions from 3D Engines
5 November, 2018

Marc ten Bosch has recently shared his interactive introduction to rotors from geometric algebra. Let’s study it to learn something new. 

When representing 3D rotations graphics programmers use quaternions, but they are quite hard to understand as they are taught at face value. “We sort of just accept their odd multiplication tables and other arcane definitions and use them as black boxes that rotate vectors in the ways we want. Why does i2=j2=k2=1i2=j2=k2=−1 and ij=kij=k? Why do we take a vector and upgrade it to an “imaginary” vector in order to transform it, like q(xi+yj+zk)qq(xi+yj+zk)q∗? Who cares as long as it rotates my vectors the right way,” pointed out the author. 

Marc ten Bosch states that there’s actually a better way that is called a rotor that is said to subsume both complex numbers (in 2D) and quaternions (in 3D) and generalize to any number of dimensions. They take some time to deal with, but the thing is that they are much easier to understand.

Plus, they do not require the use of the fourth dimension of space in order to be visualized and understood. Are you interested? The author states that this change is simple and the code remains almost the same. What is more, things like Interpolation and avoiding Gimbal lock are possible with a Rotor too. Yeah, the concept might sound quite complex, but it is worth it. Make sure to read the full article here


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1 Comment on "Removing Quaternions from 3D Engines"

Vlad S.
Vlad S.

This is so silly. Quaternions are in every game engine because they’re computationally transparent and can be easily combined with each other and transformation matrices.
If you don’t understand quaternions, stop trying to think you understand game engines.

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