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Rotation representation and Interpolation
CSE 3541/5541 Matt Boggus
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Overview Options for controlling orientation for Lab4
Interpolating between orientations
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Orientation on a curve in 2D
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Orientation on a curve in 2D
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Orientation on a curve in 2D
q1 and q2 are orthogonal to P’(s) i.e. q1 = Rotate(90) * P’(s) q2 = Rotate(-90) * P’(s)
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Example using physical object
In 3D Example using physical object
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Orientation on a curve in 3D – Frenet Frame
a moving (coordinate) frame that provides a coordinate system at each point of the curve that is "best adapted" to the curve near that point Global axes: x, y, z Local axes: u, v, w P(s) = parametric curve function with s on [0,1]
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Rotation around an arbitrary angle
X Y Z Concatenate the following: Rotate A around z to x-z plane Rotate A’ around y to x-axis Rotate theta around x Undo rotation around y-axis Undo rotation around z-axis Q A
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Interpolating between orientations
u v w
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Interpolating Orientations in 3D
Rotation matrices Given rotation matrices Mi and time ti, find M(t) such that M(ti)=Mi ux vx wx uy vy wy uz vz wz u v w
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Rotation Matrices
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Flawed solution: Interpolate matrix elements
Example: M0 is identity and M1 is 90o around x-axis
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Another flawed solution: Interpolating between angle values
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Discovering another problem with Euler (a.k.a. Fixed) Angle rotation
Any orientation can be described by composing three rotations, one around each coordinate axis Each rotation corresponds to rotating one of the frames
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Problem: Gimbal Lock Two or more axes align resulting in a loss of rotation degrees of freedom.
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Axis-Angle representation
Y Z Q A Rotate about given axis Euler’s Rotation Theorem Fairly easy to interpolate between orientations Difficult to concatenate rotations
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Quaternion representation
X Y Z Q A Same as axis-angle, but different form Still rotate about given axis Mathematically convenient form Note: in this form v is a scaled version of the given axis of rotation, A (which is a vector)
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Quaternion q = s + xi + yj + zk where i, j, and k are imaginary numbers Rotation Quaternions Identity (no rotation) 1, -1 180 degrees about x-axis i, -i 180 degrees about y-axis j, -j 180 degrees about z-axis k, -k angle θ, axis (unit vector)
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Quaternion Arithmetic
Addition Multiplication Inner Product Length
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Quaternion Arithmetic
Inverse Identity Unit quaternion
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Quaternion Representation and Rotation
Vector Rotation
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Converting between representations
Axis-Angle
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What an animator needs to know
Quaternions What an animator needs to know Avoid gimbal lock Easy to rotate a point Easy to convert to a rotation matrix Easy to concatenate – quaternion multiply Easy to interpolate – interpolate 4-tuples
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Orientation interpolation
Preliminary note: Remember that Affects of scale are divided out by the inverse appearing in quaternion rotation When interpolating quaternions, use UNIT quaternions – otherwise magnitudes can interfere with spacing of results of interpolation
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Orientation interpolation
Quaternions can be interpolated to produce in-between orientations: 2 problems analogous to issues when interpolating positions: How to take equidistant steps along orientation path? How to pass through orientations smoothly (1st order continuous) And another particular to quaternions: with dual unit quaternion representations, which to use?
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Interpolating quaternions
Unit quaternions form set of points on 4D sphere Linearly interpolating unit quaternions: not equally spaced
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Interpolating quaternions in great arc => equal spacing
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Interpolating quaternions with equal spacing
where ‘slerp’, sphereical linear interpolation is a function of the beginning quaternion orientation, q1 the ending quaternion orientation, q2 the interpolant, u Still a linear order interpolation
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Additional slides
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More on Frenet frame and 3D orientation setting
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Fixed Angles in the Real World
Apollo inertial measurement unit To “prevent” lock, they added a fourth Gimbal
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Frenet Frame tangent & curvature vector
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Frenet Frame tangent & curvature vector
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local coordinate system
Frenet Frame local coordinate system Directly control orientation of object/camera Use for direction and bank into turn, especially for ground-planar curves (e.g. roads) w = P’(s) u = P’’(s) × P’(s) v = w × u
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Frenet Frame – sometimes undefined
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Frenet Frame – discontinuity
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Other ways to control orientation
Use auxiliary curve to define direction or up vector Use point P(s+ds) for direction
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Direction & Up vector To keep ‘head up’, use y-axis to compute over and up vectors perpendicular to direction vector v = u × w w If up vector supplied, use that instead of y-axis u=w × y-axis Direction vector
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More on Quaternions For a good example on the web, see
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Dual representation Dual unit quaternion representations: q = –q
For Interpolation between q1 and q2, compute cosine between q1 and q2 and between q1 and –q2; choose smallest angle
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Related methods in Unity
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Rotations within Unity
transform.Rotate(eulerAngles : Vector3, relativeTo : Space = Space.Self) Description Applies a rotation of eulerAngles.z degrees around the z axis, eulerAngles.x degrees around the x axis, and eulerAngles.y degrees around the y axis (in that order).
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Rotations within Unity
transform.Rotate(axis : Vector3, angle : float, relativeTo : Space = Space.Self) Description Rotates the transform around axis by angle degrees.
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Rotations within Unity
transform.RotateAround(point : Vector3, axis : Vector3, angle : float) Description Rotates the transform about axis passing through point in world coordinates by angle degrees. This modifies both the position and the rotation of the transform.
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Rotations within Unity
Vector3.RotateTowards(current : Vector3, target : Vector3, maxRadiansDelta : float, maxMagnitudeDelta : float) Description Rotates a vector current towards target.
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GameObject Transform fields
Try explicitly setting: transform.forward transform.up transform.right
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Quaternion methods
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