BSNS102 Study Guide - Final Guide: Gimbal Lock, Inverse Trigonometric Functions, The Technique

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Chapter 10: orientation and angular displacement in 3d generate a rotation matrix when you need it. Euler angles will take 25 % less memory, but they will be slightly slower to convert to matrix form. If the animation data requires concatenation of nested coordinate spaces, quater- nions will probably be the better choice. n decent interpolation can only be accomplished using quaternions. However, even if you are using a different form, you can always convert to quaternions, perform the interpolation, and then convert back to the original form. We have established that different methods of representing orientation are appropriate in different situations, and we have also provided some guidelines for choosing the most appropriate method. In this section, we discuss how to convert angular displacement from one form to another. We can compute the matrix for each individual rota- tion and then concatenate these matrices into one matrix that defines the total angular displacement.

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