https://en.wikipedia.org/wiki/Real_number 2^0 = 1 Dimention
https://en.wikipedia.org/wiki/Complex_number 2^1 = 2 Dimentions
https://en.wikipedia.org/wiki/Quaternion 2^2 = 4 Dimentions
https://en.wikipedia.org/wiki/Octonion 2^3 = 8 Dimentions
https://en.wikipedia.org/wiki/Sedenion 2^4 = 16 Dimentions
Trigintaduonions 2^5 = 32 Dimensions
In the construction of types of numbers, we have the following sequence:
or:
or:
"Reals" "Complex" "Quaternions" "Octonions" "Sedenions"
With the following "properties":
- From to you gain "algebraic-closure"-ness (but you throw away ordering).
- From to we throw away commutativity.
- From to we throw away associativity.
- From to we throw away multiplicative normedness.
Why am I talking about this, Well specifically Quaternions are of interest for Robotics.
There are many different parameterizations for orientations:
- Euler Angles
- Angle Axis
- Rotation matrix
- Quaternions
Euler-Angle, Angle-Axis have Singularities!
Rotation Matrix
- 9 scalars, more complex regularization
- Concatenation: 27 multiplications
- Rotating a vector: 9 multiplications
Quaternion
- 4 scalars, easy regularization
- Concatenation: 16 multiplications
- Rotating a vector: 18 multiplications
Quaternions and spatial rotation - Wikipedia
https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation
William Hamilton invented quaternions in 1843 as a method to allow him to multiply and divide vectors, rotating and stretching them.
Quaternions are an expansion of compex numbers. A quaternion has three imaginary elements: $i$, $j$ and $k$ and can be written in the form:
$\tilde{Q} = q_w + q_x i + q_y j + q_z k$
OpenSCAD
Singularities
One must be aware of singularities in the Euler angle parametrization when the pitch approaches ±90° (north/south pole). These cases must be handled specially. The common name for this situation is gimbal lock.
Code to handle the singularities is derived on this site: www.euclideanspace.com
A sensor fusion algorithm for an integrated angular position estimation with inertial measurement units
A Gyro-Free Quaternion based Attitude Determination system suitable or implementation using low cost sensors.
Orientation estimation using a quaternion-based indirect Kalman filter with adaptive estimation of external acceleration
Videos
https://youtu.be/d4EgbgTm0Bg What are quaternions, and how do you visualize them? A story of four dimensions.
https://www.youtube.com/watch?v=dttFiVn0rvc Math for Game Developers - Axis-Angle Rotation
https://www.youtube.com/watch?v=SCbpxiCN0U0 Math for Game Developers - Rotation Quaternions
https://www.youtube.com/watch?v=A6A0rpV9ElA Math for Game Developers - Quaternion Inverse
https://www.youtube.com/watch?v=CRiR2eY5R_s Math for Game Developers - Multiplying Quaternions
https://www.youtube.com/watch?v=Ne3RNhEVSIE Math for Game Developers - Quaternions and Vectors
https://www.youtube.com/watch?v=x1aCcyD0hqE Math for Game Developers - Slerping Quaternions Spherical Linear interpolation.
https://www.youtube.com/watch?v=fRSaaLtYj68 Math for Game Developers - Quaternion Wrapup and Review
https://www.youtube.com/watch?v=dul0mui292Q Math for Game Developers - Perspective Matrix Part 2
https://www.youtube.com/watch?v=jeO_ytN_0kk Math for Game Developers - Perspective Matrix
https://www.youtube.com/watch?v=8gST0He4sdE Hand Calculation of Quaternion Rotation
https://www.youtube.com/watch?v=KdW9ALJMk7s Quaternions Explained by Dan
https://www.youtube.com/watch?v=0_XoZc-A1HU FamousMathProbs13b: The rotation problem and Hamilton's discovery of quaternions (II)
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