@cmuratori is there any use in having a different attitude representation besides quaternions that requires less operations per call for game performance or is attitude/3d rotations never the performance bottleneck for games these days?
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Replying to @skincell3
Quaternions are fast, so I wouldn't expect a replacement to make much speed difference. But this assumes you are doing linear (not spherical) interpolation, which has temporal wobble. If you had a rep with less wobble for the same speed, that might be useful!
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Replying to @cmuratori
Thanks! I have wanted for years to look at MRPs (Modified Rodrigues Parameters) bc I use it sometimes for my work (different field). This gives me a direction whenever I do look at it!
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Replying to @skincell3
I would not put a lot of stock in MRPs being useful in solving this problem. "Exponential" mappings usually have both types of error (temporal wobble _and_ geodesic divergence), which makes them strictly worse than quaternions for most applications in CG.
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That said, if you do find something useful, I'd certainly be interested to hear about it :)
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