Re: [Algorithms] Representing Animation Key Frame withQuaternion+Translation Vector
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From: Marc B. R. <mar...@or...> - 2008-06-23 10:22:43
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I should have also mentioned that (unit) quaternions are sometimes called euler parameters and that some robotics text toss all kinds of representations into dual-quaternions: (WARNING: I grabbed the stuff below from some really old notes I made to myself...might be loaded with errors) Using set notation, a quaternion Q={V,t}, where V is the bivector and t is the scalar, and 'e' is the Dual number basis (ee = 0): Q = q = {R,r}+e{0,0} quaternion q T = 1 + e t = {0,1}+e{t,0} translation by 2t P = 1 + e p = {0,1}+e{p,0} point p E = n + e d = {n,0}+e{d,0} plane n+d==0 L = t + e m = {t,0}+e{m,0} plucker line: t is direction vector, m is moment about origin Screw motion: S = Cos[a]+Sin[a]t + e (-d Sin[a] + Sin[a]m + d Cos[a]t) = {Sin[a]t, Cos[a]} + e{Sin[a] m + d Cos[a]t , -d Sin[a]} screw axis = (t,m) {plucker} angle of rotation = 2a displacment = 2d General motion: G = q + e u, (q.q)=1 (q.u)=0 (mech engineer term 'G' unit or normalized) Involutions (conjugates): (where a* is quaternion conjugate) X* = (a* + e b*) = {-R,r}+e{-S,s} X~ = (a - e b ) = { R,r}-e{ S,s} X' = (a* - e b*) = {-R,r}-e{-S,s} Incidence EP + PE = 0 point on plane LP - PL' = 0 point on line LP + PL' = 0 line on plane |