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by mtourne
3406 days ago
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Yay skew symmetric matrixes. It's also fun to introduce e as a matrix operator for 3d rotations. It's useful for kinematics and having compact representations for axis angle notations. It's a little far in my head but at some point it felt like a ha-ha moment with the Euler identity, in the "2d version". |
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(At least if you’re ever needing to compose rotations; to apply a quaternion to a big array of 3-vectors, go ahead and convert it to a 3x3 matrix first, which should end up slightly more efficient.)
3x3 rotation matrices are really hard to keep normalized properly, whereas quaternions are trivial to normalize (just divide by the norm).
If you need to compress a unit quaternion down to 3 numbers, instead of taking the logarithm (which is computationally expensive and a pain to deal with) use the stereographic projection.