Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!mnetor!uunet!husc6!cmcl2!rutgers!clyde!cbosgd!osu-cis!ogg!mark From: mark@ogg.cgrg.ohio-state.edu (Mark Jansen) Newsgroups: comp.graphics Subject: quaternions and homogeneous matrix transforms Message-ID: <955@ogg.cgrg.ohio-state.edu> Date: Fri, 13-Nov-87 12:45:34 EST Article-I.D.: ogg.955 Posted: Fri Nov 13 12:45:34 1987 Date-Received: Sun, 15-Nov-87 17:11:07 EST Organization: Advanced Computing Center for the Arts and Design Lines: 25 Keywords: orientation quaternions transforms 3dgraphics Hi, we have been having some discussion about whether we should be doing our 3d orientation transforms in the old homogeneous 4 by 4 matrix method or moving over and using quaternions. I was wondering what experiences positive or negative that people have had with quaternions. We have read the couple of siggraph articles on this. Duff's paper in the 1986 siggraph course notes for "State of the art: image synthesis" Schumaker's papers in the 1987 siggraph course notes for "3d motion control, computer animation". Obviously there are a number of things that quaternions do better, but what if anythings do they do worse? There must be some limits on their usefulness, what have people found? Can you do keyframe interpolation easily? Will it walk the dog? -- {cbosgd,ucbvax}!osu-cis!ogg!mark osu-cis!ogg.cgrg.ohio-state.edu!mark