Re: [Algorithms] Low pass filter on quaternions
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From: Tom P. <ga...@fa...> - 2010-03-29 15:46:12
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> The torque can now be defined as log(Qrel) * Cspring, where Cspring is > the spring constant. You will need to damp out oscillations, by > multiplying the relative angular velocity (also a 3-vector) by a damping > constant and subtracting it from the torque. I love springs as much as anybody, but I've never satisfactorily solved the "spike" problem, which is to say if the target value is sufficiently far away from the at-rest current value, the damping doesn't kick in until you've already blasted off into space. I don't remember my calculus well enough to solve this myself, but Game Gems 4 (I think?) has an article on iterative critically damped springs. Unfortunately, critically damped springs also tend to converge very slowly. -tom! -- |