Comments by "Lawrence D’Oliveiro" (@lawrencedoliveiro9104) on "Numberphile2"
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The “intuitive” way to think about rotations in 3D might be to express them in terms of latitude and longitude on the surface of a sphere. Starting from long 0° and lat 0°, you might move x° east or west, and y° north or south. This works OK starting from (0°, 0°), but it doesn’t work so well when you start from, say, the North Pole. Because every direction from there is south, how do you define how far east or west you want to go, and from what point?
This phenomenon is called “gimbal lock”. It is a phenomenon well known in computer graphics if you try to specify rotations in terms of “Euler angles” (as the longitude/latitude angles are known). It was also a known hazard during the Apollo moon landings, as it imposed limits on how their spacecraft could maneouvre without confusing the orientation gyroscopes.
Quaternions are really nice because they avoid gimbal lock. Related to this, they also interpolate nicely between any two orientations, which is handy for animation purposes in CG.
Trouble is, many people working in CG are afraid of quaternions, because “math is hard”. This includes some developers of CG software.
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