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Visualizing quaternions: An explorable video series

eater.net

31–36 of 36 posts

Re: Visualizing quaternions: An explorable video series

#31
post #22

I know I’m getting annoying with this but dual quaternions are even whackier. They are the best formalism for reasoning about 3D space developing over time. Here’s a cool demo http://www.chinedufn.com/dual-quaternion-shader-explained/ They seem to correspond to linear logic which is insanity.

You always write a similar comment but neither you or the page you link explain what is the advantage, or even the difference, of dual quaternions when compared to normal quaternions. However, the article linked in the site, actually gives a good explanation. Dual quaternions work not only rotations, but also translations. They provide a natural representation of rotations around arbitrary axis (not only around axis…

I have posted it many times yes. You hit it on the head. They are very good for modeling for example rigid transformations or robot joints.

They are a special case of GA. I used to very much into GA only to realize that dynamic 3D is the most interesting space, the other spaces are actually kinda boring.

Re: Visualizing quaternions: An explorable video series

#32
post #23

Suppose you are standing anywhere on planet Earth, and you look at the horizon (not up, not down, so 360° of choice). A normalized quaternion encodes your position on the planet + the direction you are looking at on the horizon. It also encodes the rotation it would take to go from one such observer to another.

Does this assume the earth is a sphere? Can you keep the elegance of this coordinate encoding with convenient transformation operations and define somewhere a mapping from the quaternarion encoding of position into a non-homogenous oblate spheroid encoding like WGS84 ...?

Re: Visualizing quaternions: An explorable video series

#33
post #22

Earlier quoted context omitted.

You always write a similar comment but neither you or the page you link explain what is the advantage, or even the difference, of dual quaternions when compared to normal quaternions. However, the article linked in the site, actually gives a good explanation. Dual quaternions work not only rotations, but also translations. They provide a natural representation of rotations around arbitrary axis (not only around axis…

I have posted it many times yes. You hit it on the head. They are very good for modeling for example rigid transformations or robot joints. They are a special case of GA. I used to very much into GA only to realize that dynamic 3D is the most interesting space, the other spaces are actually kinda boring.

For sure they are an interesting concept, thanks for introducing me to them. I cannot apply them to my work (crystallography) because we are only interested in orientations, but they may come handy at some point.

Re: Visualizing quaternions: An explorable video series

#34
post #23

Suppose you are standing anywhere on planet Earth, and you look at the horizon (not up, not down, so 360° of choice). A normalized quaternion encodes your position on the planet + the direction you are looking at on the horizon. It also encodes the rotation it would take to go from one such observer to another.

So it's your position in space (3 numbers), your orientation (another 3 number vector), except instead of 6 numbers it can be reduced to 4? Stargate was wrong?

That's why it doesn't encode free orientation.

Re: Visualizing quaternions: An explorable video series

#35
post #23

Suppose you are standing anywhere on planet Earth, and you look at the horizon (not up, not down, so 360° of choice). A normalized quaternion encodes your position on the planet + the direction you are looking at on the horizon. It also encodes the rotation it would take to go from one such observer to another.

Does this assume the earth is a sphere? Can you keep the elegance of this coordinate encoding with convenient transformation operations and define somewhere a mapping from the quaternarion encoding of position into a non-homogenous oblate spheroid encoding like WGS84 ...?

> Does this assume the earth is a sphere?

Of course, speaking about Earth is just for the mental image.

> Can you keep the elegance of this coordinate encoding with convenient transformation operations and define somewhere a mapping from the quaternarion encoding of position into a non-homogenous oblate spheroid encoding like WGS84 ...?

I don't understand the question.

Re: Visualizing quaternions: An explorable video series

#36

oof, the one thing i am wont to want with 3b1b videos is an interactive suite accompaniment.. unreasonably ungrateful i know ;P i had high hopes this would be it, but this is just a concise lesson form for the series.. which is great! i am a huge fan of both eater's and sanderson's entire ouvre what's great is that 3b1b releases the code that generates these videos and i have cloned the manim(o) library a number of t…

is this framework based on OpenGL?

no, its WebGL - see http://disq.us/p/1wv9zek
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