用四元数曲线动画旋转

Ken Shoemake
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引用次数: 2100

摘要

固体在太空中翻滚。在电脑动画中,摄像机也是如此。这些物体的旋转最好用四元数坐标系来描述,如本文所示。在所有的四元数中,那些在单位球上的四元数最适合动画,但是如何在球上构造曲线的问题还没有太多的探索。本文给出了一个答案,提出了一种新的样条曲线,它建立在一个球体上,适合于任意旋转的平滑中间(即插值)序列。理论和实验都表明,产生的运动是平滑和自然的,没有早期方法中发现的怪癖。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Animating rotation with quaternion curves
Solid bodies roll and tumble through space. In computer animation, so do cameras. The rotations of these objects are best described using a four coordinate system, quaternions, as is shown in this paper. Of all quaternions, those on the unit sphere are most suitable for animation, but the question of how to construct curves on spheres has not been much explored. This paper gives one answer by presenting a new kind of spline curve, created on a sphere, suitable for smoothly in-betweening (i.e. interpolating) sequences of arbitrary rotations. Both theory and experiment show that the motion generated is smooth and natural, without quirks found in earlier methods.
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