If you’ve ever dealt with orbital mechanics or sophisticated computer graphics, you’ve probably run across the math term quaternions. [Anyleaf] has a guide to the practical use of this math concept which focuses more on practicality than theory. We like it!
Quaternions are one of at least two ways to model rotations in a 3D space. Most people are familiar with the classic Euler angles which cover yaw, pitch, and roll. However, this method is prone to some ambiguities — in other words, there are multiple ways to go from one Euler state to another and all are equally valid. In addition, Euler angles are prone to gimbal lock where two of the axes are parallel and, thus, don’t have a different effect on the object’s orientation. There are several ways to combat that including the use of quaternions.
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