New answers tagged

0

As I explained above, this is not an issue with quaternions. Quaternions just represent your rotation. The problem is that you have mutually conflicting goals for this rotation: The camera can look in any direction and always turn left/right/up/down about its own local axes The camera never rolls relative to the world up direction To see why these are ...


0

The idea of measuring the distance between quaternions is indeed a useful similarity measure. In essence, what you can measure the dot product between two quaternions qA and qB just as you compute the dot product of two vectors (see this). Moreover, since you have unit quaternions (they do represent rotations!), the dot product should be between [-1,1]. ...



Top 50 recent answers are included