Re: [Algorithms] Scaled quaternion rotations
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From: Jon W. <jw...@gm...> - 2008-06-24 17:27:44
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Marc B. Reynolds wrote: > Cayley in [1,2] demonstrates general 3D rotations via quaternions, > (left-handed and right-handed respectively). I'm sorry, but what separates a "left-handed" from a "right-handed" rotation? In what space interpretation? It should be obvious that a rotation in left-handed space interpretation is exactly equal to that same rotation in right-handed space interpretation, but, because of the differences in interpretation, if rendered into a fixed device space they will appear as mirror images. More directly: rotation the Z unit vector around the Y unit vector as axis by PI/2 radians always generates the X unit vector, no matter whether you choose to interpret your coordinates left-handed, or right-handed. In a left-handed coordinate space, you use the left hand to visualize the rotation; in a right-handed coordinate space, you use the right hand to visualize the rotation, but the actual math is exactly the same in both cases! Maybe what you (or the original paper author) mean to say is "both forward and inverse rotations" ? Rotation math, in itself, has no handedness; it is only the interpretation of the coordinates in the coordinate space that is handed. That should be obvious to anyone who does computer graphics, but time and again, I hear the mis-nomers "left/right-handed rotation" and it drives me nuts! It's as bad as talking about "row major matrices" without specifying whether you're using row vectors (on the left) or column vectors (on the right). Sincerely, jw |