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Rethinking Quaternions [Minkštas viršelis]

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Quaternion multiplication can be used to rotate vectors in three-dimensions. Therefore, in computer graphics, quaternions have three principal applications: to increase speed and reduce storage for calculations involving rotations, to avoid distortions arising from numerical inaccuracies caused by floating point computations with rotations, and to interpolate between two rotations for key frame animation. Yet while the formal algebra of quaternions is well-known in the graphics community, the derivations of the formulas for this algebra and the geometric principles underlying this algebra are not well understood. The goals of this monograph are to provide a fresh, geometric interpretation for quaternions, appropriate for contemporary computer graphics, based on mass-points; to present better ways to visualize quaternions, and the effect of quaternion multiplication on points and vectors in three dimensions using insights from the algebra and geometry of multiplication in the complex plane; to derive the formula for quaternion multiplication from first principles; to develop simple, intuitive proofs of the sandwiching formulas for rotation and reflection; to show how to apply sandwiching to compute perspective projections.

In addition to these theoretical issues, we also address some computational questions. We develop straightforward formulas for converting back and forth between quaternion and matrix representations for rotations, reflections, and perspective projections, and we discuss the relative advantages and disadvantages of the quaternion and matrix representations for these transformations. Moreover, we show how to avoid distortions due to floating point computations with rotations by using unit quaternions to represent rotations. We also derive the formula for spherical linear interpolation, and we explain how to apply this formula to interpolate between two rotations for key frame animation. Finally, we explain the role of quaternions in low-dimensional Clifford algebras, and we show how to apply the Clifford algebra for R3 to model rotations, reflections, and perspective projections. To help the reader understand the concepts and formulas presented here, we have incorporated many exercises in order to clarify and elaborate some of the key points in the text.
Preface xi
I Theory
1(80)
1 Complex Numbers
3(8)
2 A Brief History of Number Systems and Multiplication
11(6)
2.1 Multiplication in Dimensions Greater Than Two
14(3)
3 Modeling Quaternions
17(10)
3.1 Mass-Points: A Classical Model for Contemporary Computer Graphics
17(4)
3.2 Arrows in Four Dimensions
21(1)
3.3 Mutually Orthogonal Planes in Four Dimensions
22(5)
4 The Algebra of Quaternion Multiplication
27(10)
5 The Geometry of Quaternion Multiplication
37(10)
6 Affine, Semi-Affine, and Projective Transformations in Three Dimensions
47(30)
6.1 Rotation
49(5)
6.2 Mirror Image
54(5)
6.3 Perspective Projection
59(13)
6.3.1 Perspective Projection and Singular 4x4 Matrices
60(2)
6.3.2 Perspective Projection by Sandwiching with Quaternions
62(10)
6.4 Rotorperspectives and Rotoreflections
72(5)
7 Recapitulation: Insights and Results
77(4)
II Computation
81(26)
8 Matrix Representations for Rotations, Reflections, and Perspective Projections
83(12)
8.1 Matrix Representations for Quaternion Multiplication
83(2)
8.2 Matrix Representations for Rotations
85(3)
8.3 Matrix Representations for Mirror Images
88(2)
8.4 Matrix Representations for Perspective Projections
90(5)
9 Applications
95(6)
9.1 Efficiency: Quaternions Versus Matrices
95(1)
9.2 Avoiding Distortion by Renormalization
96(1)
9.3 Key Frame Animation and Spherical Linear Interpolation
97(4)
10 Summary---Formulas From Quaternion Algebra
101(6)
III Rethinking Quaternions and Clifford Algebras
107(46)
11 Goals and Motivation
109(2)
12 Clifford Algebras and Quaternions
111(2)
13 Clifford Algebras for the Plane
113(4)
14 The Standard Model of the Clifford Algebra for Three Dimensions
117(8)
14.1 Scalars, Vectors, Bivectors, and Pseudoscalars
117(1)
14.2 Wedge Product and Cross Product
118(1)
14.3 Duality
119(2)
14.4 Bivectors
121(1)
14.5 Quaternions
122(3)
15 Operands and Operators---Mass-Points and Quaternions
125(4)
15.1 Odd Order: Mass-Points
125(2)
15.2 Even Order: Quaternions
127(2)
16 Decomposing Mass-Points Into Two Mutually Orthogonal Planes
129(8)
16.1 Action of q(b, θ), on bI
130(1)
16.2 Action of q(b, θ), on bII
131(3)
16.3 Sandwiching
134(3)
17 Rotation, Reflection, and Perspective Projection
137(8)
17.1 Rotation
138(1)
17.2 Mirror Image
139(2)
17.3 Perspective Projection
141(4)
18 Summary
145(4)
19 Some Simple Alternative Homogeneous Models for Computer Graphics
149(4)
References 153(2)
Further Reading 155(2)
Author Biography 157