CQ3
CQ3
Sep. 24
As we've learned, representing rotations using quaternions and SLERPing between them is the superior method for blending 2 rotational keyframes together. Here are two naive alternatives:
- LERPing Rotation matrices — We represent the keyframes as rotation matrices and compute for a desired and apply the resulting matrix to any object(s) to be rotated.
- LERPing Euler angles — We represent the keyframes as Euler angles and and compute a new set of Euler angles as for a desired and use this new set of angles to do the rotation (via converting this new set of angles to a rotation matrix).
Q1
In 1-2 sentences each, explain what problems arise with each of the two naive approaches given.
(1) LERPing Rotation Matrices: This method distorts rotations due to loss of orthogonality and can create non-smooth transitions.
(2) LERPing Euler Angles: This approach suffers from gimbal lock and can result in sudden jumps and nonlinear paths.
Q2
In 1-2 more sentences, explain why interpolatory motion achieved via Quaternion SLERPing is more desirable to the motion achieved via Euler angle LERPing.
Quaternion SLERPing is more desirable because it provides a smooth, continuous interpolation along the shortest path on the unit sphere, avoiding issues like gimbal lock. This results in valid and natural-looking rotations, enhancing the overall quality of animations and simulations.