Let’s remove Quaternions from every 3D Engine: Intro to Rotors from Geometric Algebra
Interactive Article:
[this video is the updated version of (fixed typos and different introduction)]
To represent 3D rotations graphics programmers use Quaternions. However, Quaternions are taught at face value. We 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 i^2=j^2=k^2=−1 and ij=k? Why do we take a vector and upgrade it to an “imaginary“ vector in order to transform it, like q(xi yj zk)q∗? Who cares as long as it rotates vectors the right way, right?
Personally, I have always found it important to actually understand the things I am using. I remember learning about Cross Products and Quaternions and being confused about why they worked this way, but nobody talked about it. Later on I learned about Geometric Algebra and suddenly I could see that the questions I had were legitimate, and everything became so much clearer.
In Geometric
4 views
38
21
2 weeks ago 01:02:32 1
50 Things Only Those Who Grew Up in the 1990s Remember
1 month ago 00:00:46 1
ПУТИН ОПЕРЕДИЛ ЗАПАД НА 20 ЛЕТ 🤬😎🤫
2 months ago 00:04:23 5
Just apples and cocoa! No sugar! I eat it every day and I’m losing weight before my eyes!
3 months ago 00:03:37 1
The Ultimate Self-Cleaning Cat Litter Box – Because Scooping Stinks! - YouTube
3 months ago 00:02:56 2
Oh Wonder - Technicolour Beat - 10 Years On (Official Audio)
5 months ago 11:55:00 15
POWERFUL HIPHOP TRAP & BASS 2024 🔥 Gangster Rap Mix 🔥 Songs that boost you into unstoppable mode