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Visualizing Quaternions.pdf

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Contents
Foreword
Preface
Acknowledgments
Elements of Quaternions
The Discovery of Quaternions
Hamilton's Walk
Then Came Octonions
The Quaternion Revival
Folklore of Rotations
The Belt Trick
The Rolling Ball
The Apollo 10 Gimbal-lock Incident
3D Game Developer's Nightmare
The Urban Legend of the Upside-down F16
Quaternions to the Rescue
Basic Notation
Vectors
Length of a Vector
3D Dot Product
3D Cross Product
Unit Vectors
Spheres
Matrices
Complex Numbers
What Are Quaternions?
Road Map to Quaternion Visualization
The Complex Number Connection
The Cornerstones of Quaternion Visualization
Fundamentals of Rotations
2D Rotations
Quaternions and 3D Rotations
Recovering theta and n
Euler Angles and Quaternions
Optional Remarks
Conclusion
Visualizing Algebraic Structure
Algebra of Complex Numbers
Quaternion Algebra
Visualizing Spheres
2D: Visualizing an Edge-On Circle
The Square Root Method
3D: Visualizing a Balloon
4D: Visualizing Quaternion Geometry on S3
Visualizing Logarithms and Exponentials
Complex Numbers
Quaternions
Visualizing Interpolation Methods
Basics of Interpolation
Quaternion Interpolation
Equivalent 3 x 3 Matrix Method
Looking at Elementary Quaternion Frames
A Single Quaternion Frame
Several Isolated Frames
A Rotating Frame Sequence
Synopsis
Quaternions and the Belt Trick: Connecting to the Identity
Very Interesting, but Why?
The Details
Frame-sequence Visualization Methods
Quaternions and the Rolling Ball: Exploiting Order Dependence
Order Dependence
The Rolling Ball Controller
Rolling Ball Quaternions
Commutators
Three degrees of freedom from two
Quaternions and Gimbal Lock: Limiting the Available Space
Guidance System Suspension
Mathematical Interpolation Singularities
Quaternion Viewpoint
Advanced Quaternion Topics
Alternative Ways of Writing Quaternions
Hamilton's Generalization of Complex Numbers
Pauli Matrices
Other Matrix Forms
Efficiency and Complexity Issues
Extracting a Quaternion
Efficiency of Vector Operations
Advanced Sphere Visualization
Projective Method
Distance-preserving Flattening Methods
More on Logarithms and Exponentials
2D Rotations
3D Rotations
Using Logarithms for Quaternion Calculus
Quaternion Interpolations Versus Log
Two-Dimensional Curves
Orientation Frames for 2D Space Curves
What Is a Map?
Tangent and Normal Maps
Square Root Form
Three-Dimensional Curves
Introduction to 3D Space Curves
General Curve Framings in 3D
Tubing
Classical Frames
Mapping the Curvature and Torsion
Theory of Quaternion Frames
Assigning Smooth Quaternion Frames
Examples: Torus Knot and Helix Quaternion Frames
Comparison of Quaternion Frame Curve Lengths
3D Surfaces
Introduction to 3D Surfaces
Quaternion Weingarten Equations
Quaternion Gauss Map
Example: The Sphere
Examples: Minimal Surface Quaternion Maps
Optimal Quaternion Frames
Background
Motivation
Methodology
The Space of Frames
Choosing Paths in Quaternion Space
Examples
Quaternion Volumes
Three-degree-of-freedom Orientation Domains
Application to the Shoulder Joint
Data Acquisition and the Double-covering Problem
Application Data
Quaternion Maps of Streamlines
Visualization Methods
3D Flow Data Visualizations
Brushing: Clusters and Inverse Clusters
Advanced Visualization Approaches
Quaternion Interpolation
Concepts of Euclidean Linear Interpolation
The Double Quad
Direct Interpolation of 3D Rotations
Quaternion Splines
Quaternion de Casteljau Splines
Equivalent Anchor Points
Angular Velocity Control
Exponential-map Quaternion Interpolation
Global Minimal Acceleration Method
Quaternion Rotator Dynamics
Static Frame
Torque
Quaternion Angular Momentum
Concepts of the Rotation Group
Brief Introduction to Group Representations
Basic Properties of Spherical Harmonics
Spherical Riemannian Geometry
Induced Metric on the Sphere
Induced Metrics of Spheres
Elements of Riemannian Geometry
Riemann Curvature of Spheres
Geodesics and Parallel Transport on the Sphere
Embedded-vector Viewpoint of the Geodesics
Beyond Quaternions
The Relationship of 4D Rotations to Quaternions
What Happened in Three Dimensions
Quaternions and Four Dimensions
Quaternions and the Four Division Algebras
Division Algebras
Relation to Fiber Bundles
Constructing the Hopf Fibrations
Clifford Algebras
Introduction to Clifford Algebras
Foundations
Examples of Clifford Algebras
Higher Dimensions
Pin(N), Spin(N), O(N), SO(N), and all that…
Conclusions
Part Appendices
Notation
Vectors
Length of a Vector
Unit Vectors
Polar Coordinates
Spheres
Matrix Transformations
Features of Square Matrices
Orthogonal Matrices
Vector Products
Complex Variables
2D Complex Frames
3D Quaternion Frames
Unit Norm
Multiplication Rule
Mapping to 3D rotations
Rotation Correspondence
Quaternion Exponential Form
Frame and Surface Evolution
Quaternion Frame Evolution
Quaternion Surface Evolution
Quaternion Survival Kit
Quaternion Methods
Quaternion Logarithms and Exponentials
The Quaternion Square Root Trick
The a->b formula simplified
Gram-Schmidt Spherical Interpolation
Direct Solution for Spherical Interpolation
Converting Linear Algebra to Quaternion Algebra
Useful Tensor Methods and Identities
Quaternion Path Optimization Using Surface Evolver
Quaternion Frame Integration
Hyperspherical Geometry
Definitions
Metric Properties
References
Index
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Almost all computer graphics practitioners have a good grasp of the 3D Cartesian space. However, in many graphics applications, orientations and rotations are equally important, and the concepts and tools related to rotations are less well-known. Quaternions are the key tool for understanding and manipulating orientations and rotations, and this book does a masterful job of making quaternions accessible. It excels not only in its scholarship, but also provides enough detailed figures and examples to expose the subtleties encountered when using quaternions. This is a book our field has needed for twenty years and I’m thrilled it is finally here. —Peter Shirley, Professor, University of Utah This book contains all that you would want to know about quaternions, including a great many things that you don’t yet realize that you want to know! —Alyn Rockwood, Vice President, ACM SIGGRAPH We need to use quaternions any time we have to interpolate orientations, for animating a camera move, simulating a rollercoaster ride, indicating fluid vorticity or displaying a folded protein, and it’s all too easy to do it wrong. This book presents gently but deeply the relationship between orientations in 3D and the differential geometry of the three-sphere in 4D that we all need to understand to be proficient in modern science and engineering, and especially computer graphics. — John C. Hart, Associate Professor, Department of Computer Science, Univer- sity of Illinois Urbana-Champaign, and Editor-in-Chief, ACM Transactions on Graphics Visualizing Quaternions is a comprehensive, yet superbly readable introduction to the concepts, mechanics, geometry, and graphical applications of Hamilton’s lasting contribution to the mathematical description of the real world. To write effectively on this subject, an author has to be a mathematician, physicist and computer scientist; Hanson is all three. Still, the reader can afford to be much less learned since the patient and detailed explanations makes this book an easy read. —George K. Francis, Professor, Mathematics Department, University of Illinois at Urbana-Champaign The new book, Visualizing Quaternions, will be welcomed by the many fans of Andy Hanson’s SIGGRAPH course. —Anselmo Lastra, University of North Carolina at Chapel Hill
Andy Hanson’s expository yet scholarly book is a stunning tour de force; it is both long overdue, and a splendid surprise! Quaternions have been a perennial source of confusion for the computer graphics community, which sorely needs this book. His enthusiasm for and deep knowledge of the subject shines through his exceptionally clear prose, as he weaves together a story encompassing branches of mathematics from group theory to differential geometry to Fourier analysis. Hanson leads the reader through the thicket of interlocking mathematical frameworks using visualization as the path, providing geometric interpretations of quaternion properties. The first part of the book features a lucid explanation of how quaternions work that is suitable for a broad audience, covering such fundamental application areas as handling camera trajectories or the rolling ball interaction model. The middle section will inform even a mathematically sophisticated audience, with careful development of the more subtle implications of quaternions that have often been misunderstood, and presentation of less obvious quaternion applications such as visualizing vector field streamlines or the motion envelope of the human shoulder joint. The book concludes with a bridge to the mathematics of higher dimensional analogues to quaternions, namely octonions and Clifford algebra, that is designed to be accessible to computer scientists as well as mathematicians. —Tamara Munzner, University of British Columbia
THE MORGAN KAUFMANN SERIES IN INTERACTIVE 3D TECHNOLOGY Series Editor: David H. Eberly, Geometric Tools, Inc. The game industry is a powerful and driving force in the evolution of computer technology. As the capabilities of personal computers, peripheral hardware, and game consoles have grown, so has the demand for quality information about the algorithms, tools, and descriptions needed to take advantage of this new technol- ogy. To satisfy this demand and establish a new level of professional reference for the game developer, we created the Morgan Kaufmann Series in Interactive 3D Technology. Books in the series are written for developers by leading industry professionals and academic researchers, and cover the state of the art in real-time 3D. The series emphasizes practical, working solutions and solid software-engineering principles. The goal is for the developer to be able to implement real systems from the funda- mental ideas, whether it be for games or for other applications. Visualizing Quaternions Andrew J. Hanson Better Game Characters by Design: A Psychological Approach Katherine Isbister Artificial Intelligence for Games Ian Millington 3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic David H. Eberly Real-Time Collision Detection Christer Ericson Physically Based Rendering: From Theory to Implementation Matt Pharr and Greg Humphreys Essential Mathematics for Games and Interactive Applications: A Programmer’s Guide James M. Van Verth and Lars M. Bishop Game Physics David H. Eberly Collision Detection in Interactive 3D Environments Gino van den Bergen 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics David H. Eberly Forthcoming Real-Time Cameras Mark Haigh-Hutchinson X3D: Extensible 3D Graphics for Web Authors Leonard Daly and Donald Brutzman Game Physics Engine Development Ian Millington
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VISUALIZING QUATERNIONS
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