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Rotacions en 3D: Angles d’Euler, quaternions i spinors
Rotacions en 3D: Angles d’Euler, quaternions i spinors

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Let's remove Quaternions from every 3D Engine (An Interactive Introduction to Rotors from Geometric Algebra) - Marc ten Bosch
To represent 3D rotations graphics programmers use Quaternions. However, Quaternions are taught at face value. We just accept their odd multiplication tables and other arcane definitions and use them as black boxes that rotate vectors in the ways we want. Why does $\mathbf{i}^2=\mathbf{j}^2=\mathbf{k}^2=-1$ and $\mathbf{i} \mathbf{j} = \mathbf{k}$? Why do we take a vector and upgrade it to an "imaginary" vector in order to transform it, like $\mathbf{q} (x\mathbf{i} + y\mathbf{j} + z \mathbf{k}) \mathbf{q}^{*}$? Who cares as long as it rotates vectors the right way, right?
Let's remove Quaternions from every 3D Engine (An Interactive Introduction to Rotors from Geometric Algebra) - Marc ten Bosch
https://marctenbosch.com/quaternions/
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