Re: [Algorithms] Representing Animation Key Frame with Quaternion +Translation Vector
Brought to you by:
vexxed72
From: Marc B. R. <mar...@or...> - 2008-06-23 07:57:58
|
There's tons of material avail. You have a 3-bivector, 3-vector & scalar. So you can check out "dual-quaternions" (aka study parameter quaternions) and similarly: Clifford algebra (aka Geometric Algebra). Using any of these will give an algebraic framework to do your development. Personally I STRONGLY suggest choosing an algebra and learning the basics rather than using an algorithmic "black-box". As a caveat I should mention that much of the literature concerning quaternions & dual-quaterions are loaded errors, so if you start to look deeper into the algebra, don't assume that all statements are correct...luckly for your usage these are a non-issue. -----Original Message----- From: gda...@li... [mailto:gda...@li...] On Behalf Of Lim Sin Chian Sent: Monday, June 23, 2008 6:44 AM To: gda...@li... Subject: [Algorithms] Representing Animation Key Frame with Quaternion +Translation Vector Since a quaternion is compact compared to a 4x4 homogeneous matrix, I am considering representing our animation key frame data with pairs of orientation quaternion and translation vector. Naively, this seems to save me 56.25% of memory space and that sure comes in handy when we have a lot of animation data. Just wondering if anyone has done this before and whether it is really better in terms of performance and accuracy. One problem I still haven't solved is concatenating my quaternion-vector key frames without converting them into matrices first. I know I can concatenate quaternion by taking their cross product, but I do not know how to do so for the translation vector. I will be much obliged if someone could show me a few hints or pointers. Cheers! |