Lerp vs Slerp
• Lerp interpolates in a straight line
• useful for interpolating positions
• Slerp rotates around (0,0)
• useful for interpolating directions
#unitytipspic.twitter.com/KSQQWCb5f4
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"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
10 replies 41 retweets 463 likesShow this thread -
Replying to @FreyaHolmer
This diagram is not correct. The direction deviation in quaternion space is not the same magnitude as the deviation in rotation space. Quaternions are a non-linear transform (and are double covered) so errors in quaternion space map to smaller errors in perceived rotation.
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Replying to @cmuratori
It's visualizing Vector Lerp vs Vector Slerp, not quaternion slerp :)
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Replying to @FreyaHolmer
How odd - so Unity has a SLERP operation for non-quaternions?
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Replying to @cmuratori2 replies 0 retweets 0 likes
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Replying to @FreyaHolmer
Is this something people commonly use? What do they typically do with a bare rotated vector that (evidently) doesn't involve creating an orientation?
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Replying to @cmuratori
moving something in an arc or something and uh ...create animations like this, I suppose
I almost never use it myself! I usually use quaternions too1 reply 0 retweets 2 likes -
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Replying to @cmuratori
Freya Holmér Retweeted Freya Holmér
Also, here's comparing the quat lerp next to the rest!https://twitter.com/FreyaHolmer/status/1176214966770126849?s=20 …
Freya Holmér added,
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= Vector Lerp
= Vector/Quaternion Slerp
= Quaternion Lerp
(oh hey accidentally matched colors to
)
also included the normalized version of vector lerp in faded blue!