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008 220601s2010 sz | o |||| 0|eng d
020 _a9783031795497
024 7 _a10.1007/978-3-031-79549-7
_2doi
040 _aES-MaUEC
_bspa
_cES-MaUEC
_dES-MaUEC
050 4 _aQA188
_b2010 EB
100 1 _aGoldman, Ron
_d1947-
_eautor
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_9687766
245 1 0 _aRethinking Quaternions
_cby Ron Goldman
250 _a1st edition 2010
264 1 _aCham
_bSpringer International Publishing
_c2010
300 _a1 recurso en línea (XVIII, 157 páginas)
336 _atexto
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
490 0 _aSynthesis Lectures on Computer Graphics and Animation
_x1933-9003
505 0 _aPreface -- Theory -- Computation -- Rethinking Quaternions and Clif ford Algebras -- References -- Further Reading -- Author Biography.
520 _aQuaternion 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. Table of Contents: Preface / Theory / Computation / Rethinking Quaternions and Clif ford Algebras / References / Further Reading / Author Biography.
988 _aSynthesis Collection of Technology_2010
650 7 _2embne
_9142711
_aMatrices (Matemáticas)
650 7 _2embne
_9140933
_aÁlgebra lineal
650 7 _2embne
_9141143
_aGráficos de ordenador
776 0 8 _iPrinted edition:
_z9783031795480
776 0 8 _iPrinted edition:
_z9783031795503
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-031-79549-7
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
942 _2lcc
_cLE
998 _b03/2023
_dz
_eb
_zSI