"But can't I just use lerp and normalize instead of slerp?" for small angles, it might be good enough, but for large angles, their directions actually deviate quite a lot here they are superimposed!pic.twitter.com/vjYeh2MIqw
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Deze collectie tonen
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here's a bonus comparison between:
= Vector Lerp
= Vector/Quaternion Slerp
= Quaternion Lerp
(oh hey accidentally matched colors to #BiVisibilityDay
)
also included the normalized version of vector lerp in faded blue!pic.twitter.com/zbTMNSrUbwDeze collectie tonen
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Woah, thanks! I had absolutely no idea it was a thing

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unfortunately the performance of slerp is very very bad because it requires inverse trig.
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for those who don’t know, inverse trig functions are macros unrolling to hundreds of cycles. they should be avoided at all costs, especially if you’re doing it on GPU because they contain a divergent branch
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Worth a link to
@jonathan_blow and@cmuratori who both wrote a lot about this back when we all were really pushing for fast and accurate animation tech. http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It/ … -
(BTW Jeff, it turns out this is not about rotations, these are _vector_ interpolations, so the Blow article isn't really related).
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Visual representations like these are extremely useful
Bedankt, Twitter gebruikt dit om je tijdlijn te verbeteren. Ongedaan makenOngedaan maken
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Het laden lijkt wat langer te duren.
Twitter is mogelijk overbelast of ondervindt een tijdelijke onderbreking. Probeer het opnieuw of bekijk de Twitter-status voor meer informatie.
Shapes
Budget Cuts
ex-co-founder of
totally not a furry
wild shader sorceress
...math influencer?
