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Ed Wall
Posts:
36
Registered:
12/3/04
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Re: Complex numbers, geometry, and rotations
Posted:
Feb 20, 1996 3:36 PM
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stuff snipped > >Rotations in two dimensions are nicely represented by multiplication by >e^i(theta). But in three dimensions you need quarternions, and then the >object you are rotating is three dimensional, but the object representing the >rotation is four-dimensional. So things don't seem so nice. > >Does anyone have good ways to present or exploit the fact that rotations in >three dimensions are not commutative?
Mark
I've noticed over in comp.graphics.algorithms there has from time to time been a discussion of using quaterions for describing rotations as a great way of doing some of the 'magic' you see in the latest 3-d games, etc. Perhaps an ask over there or a check of the FAQ would be fruitful. I have been intrigued myself, but just haven't had the time to take on YAP (yet another project) :-).
Ed Wall
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