Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!cs.utexas.edu!tut.cis.ohio-state.edu!ucbvax!hplabs!hpfcso!hpfcdj!brian From: brian@hpfcdj.HP.COM (Brian Rauchfuss) Newsgroups: comp.graphics Subject: Re: ERRORS IN ROTATIONS Message-ID: <17400017@hpfcdj.HP.COM> Date: 4 Jan 90 04:51:17 GMT References: <1990Jan2.163405.24094@ibmpcug.co.uk> Organization: Gremlin Lovers Anonymous Lines: 18 One method which would eliminate scaling would be to use quaternions. Quaternions are a compact form of representing rotations, and they combine easily and faster than matrixes. They *only* represent rotations, so any math errors after a few thousand rotations would not create any weird scaling problems. You would combine the rotation quaternion with the viewing matrix before drawing. "Quaternion Calculus as a Basic Tool in Computer Graphics", Daniel Pletinckx The Visual Computer 5:2-13, (1989) "Animating Rotation with Quaternion Curves", Ken Shoemake ACM 0-89791-166-0/85/007/0245 ---------------------------------------------------------------------- Brian Smokefoot "... never knowing I could shape my life brian@hpfcbdr.HP.COM like the artist paints his dreams on a canvas." - Minor Detail