Visualizing Quaternions

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Informationen zum Autor Andrew J. Hanson Ph.D. is an Emeritus Professor of Computer Science at Indiana University. He earned a bachelor's degree in Chemistry and Physics from Harvard University in 1966 and a PhD in Theoretical Physics from MIT under Kerson Huang in 1971. His interests range from general relativity to computer graphics, artificial intelligence, and bioinformatics; he is particularly concerned with applications of quaternions and with exploitation of higher-dimensional graphics for the visualization of complex scientific contexts such as Calabi-Yau spaces. He is the co-discoverer of the Eguchi-Hanson gravitational instanton? Einstein metric (1978), author of Visualizing Quaternions (Elsevier, 2006), and designer of the iPhone Apps 4Dice? and 4DRoom? (2012) for interacting with four-dimensional virtual reality. Klappentext The night the first Mars Exploration Rover landed, the engineering team at the Jet Propulsion Laboratory in Pasadena excitedly announced: "We have excellent quaternions for the rover!" This meant that through the application of a technique developed 160 years before they were able to determine the precise orientation of the spacecraft on Mars after traveling millions of miles through space. Quaternions are widely used in computer graphics, simulations, Hollywood special effects, computer games, and space travel, but they are conceptually very hard to grasp. The computer graphics community has a general familiarity with quaternions and their uses, but there are still many unresolved issues and controversies with them. And the subject mystifies many new engineers, such as game developers who lack a background in mathematics. While there are books that approach quaternions from a mathematician's perspective, this is the first that will give a professional developer an intuitive understanding of quaternions through visual representations. Visualizing Quaternions introduces new developers to this powerful technique and will provide the definitive explanation to those who have been struggling to use them. 1558600210LangtextGame development is still in its infancy, but games are poised for a major evolution: Ready to move from mostly plot-driven stories to more character based ones. The problem is that the principles of sophisticated character design and interaction are not widely understood in the game development community. And gender and cultural issues within the game genre are growing in importance. Katherine Isbister has spent 10 years examining what makes interactions with computer characters useful and engaging to different audiences. The key is to understand what's memorable, exciting, useful, and engaging to the participant about real-life social interactions, and applying that to character design. Game designers who create great characters often make use of these principles without realizing it. This book gives game design professionals and other designers a framework for how social roles and perceptual manipulations function, so that they are more aware of what they are doing when they design characters, and why it works. Inhaltsverzeichnis About the Author; Preface; I Elements of Quaternions; 1 The Discovery of Quaternions; 2 Rotations Take the Stage; 3 Basic Notation; 4 What Are Quaternions?; 5 Roadmap to Quaternion Visualization; 6 Basic Rotations; 7 Visualizing Algebraic Structure; 8 Visualizing Quaternion Spheres; 9 Visualizing Logarithms and Exponentials; 10 Basic Interpolation Methods; 11 Logarithms and Exponentials for Rotations; 12 Seeing Elementary Quaternion Frames; 13 Quaternions and the Belt Trick; 14 More about the Rolling Ball: Order-Dependence is Good; 15 More About Gimbal Lock; II Advanced Quaternion Applications and Topics; 16 Alternative Ways to Write Down Quaternions; 17 Efficiency and Complexity Issues; 18 Advanced Sphere Visualization; 19 Orientation Frames and Rotations; 20 Quaternion Frame Methods; 21 Quaternion Curves and Su...

Autorentext
Andrew J. Hanson Ph.D. is an Emeritus Professor of Computer Science at Indiana University. He earned a bachelor's degree in Chemistry and Physics from Harvard University in 1966 and a PhD in Theoretical Physics from MIT under Kerson Huang in 1971. His interests range from general relativity to computer graphics, artificial intelligence, and bioinformatics; he is particularly concerned with applications of quaternions and with exploitation of higher-dimensional graphics for the visualization of complex scientific contexts such as Calabi-Yau spaces. He is the co-discoverer of the Eguchi-Hanson gravitational instanton” Einstein metric (1978), author of Visualizing Quaternions (Elsevier, 2006), and designer of the iPhone Apps 4Dice” and 4DRoom” (2012) for interacting with four-dimensional virtual reality.

Klappentext

The night the first Mars Exploration Rover landed, the engineering team at the Jet Propulsion Laboratory in Pasadena excitedly announced: "We have excellent quaternions for the rover!" This meant that through the application of a technique developed 160 years before they were able to determine the precise orientation of the spacecraft on Mars after traveling millions of miles through space. Quaternions are widely used in computer graphics, simulations, Hollywood special effects, computer games, and space travel, but they are conceptually very hard to grasp. The computer graphics community has a general familiarity with quaternions and their uses, but there are still many unresolved issues and controversies with them. And the subject mystifies many new engineers, such as game developers who lack a background in mathematics. While there are books that approach quaternions from a mathematician's perspective, this is the first that will give a professional developer an intuitive understanding of quaternions through visual representations. Visualizing Quaternions introduces new developers to this powerful technique and will provide the definitive explanation to those who have been struggling to use them.
1558600210LangtextGame development is still in its infancy, but games are poised for a major evolution: Ready to move from mostly plot-driven stories to more character based ones. The problem is that the principles of sophisticated character design and interaction are not widely understood in the game development community. And gender and cultural issues within the game genre are growing in importance. Katherine Isbister has spent 10 years examining what makes interactions with computer characters useful and engaging to different audiences. The key is to understand what's memorable, exciting, useful, and engaging to the participant about real-life social interactions, and applying that to character design. Game designers who create great characters often make use of these principles without realizing it. This book gives game design professionals and other designers a framework for how social roles and perceptual manipulations function, so that they are more aware of what they are doing when they design characters, and why it works.



Zusammenfassung
"Almost all computer graphics practitioners have a good grasp of the 3D Cartesian space. However, in many graphics applications, orientations and rotations are equally important, and the concepts and tools related to rotations are less well-known.
Quaternions are the key tool for understanding and manipulating orientations and rotations, and this book does a masterful job of making quaternions accessible. It excels not only in its scholarship, but also provides enough detailed figures and examples to expose the subtleties encountered when using quaternions. This is a book our field has needed for twenty years and I'm thrilled it is finally here. --Peter Shirley, Professor, University of Utah

"This book contains all that you would want to know about quaternions, including a great many things that you don't yet realize that you want to…

Weitere Informationen

  • Allgemeine Informationen
    • GTIN 09780120884001
    • Schöpfer Steve Cunningham
    • Sprache Englisch
    • Größe H241mm x B194mm x T35mm
    • Jahr 2005
    • EAN 9780120884001
    • Format Fester Einband
    • ISBN 978-0-12-088400-1
    • Veröffentlichung 06.02.2006
    • Titel Visualizing Quaternions
    • Autor Andrew J Hanson
    • Gewicht 1235g
    • Herausgeber Elsevier LTD, Oxford
    • Anzahl Seiten 536
    • Genre Mathematik

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