Instructions for using qrot.exe, a quaternion rotation program for Win32
24 February 2010
Purpose
The Windows program qrot.exe demonstrates the problem with using linear interpolation of Euler angles when animating a rotating object in three dimensions, and how great circle interpolation of unit quaternions gives smooth rotation paths.
Maths
The quaternions were discovered by Hamilton in 1843. In the last few decades they have been used for animating rotating bodies between key positions in spacecraft dynamics, robotics and computer graphics. What quaternions are and why they can be used to specify smooth rotations in three dimension is discussed in the paper qrotmath.pdf.
Basic operation
qrot runs under Windows, and uses the OpenGL graphics library, which is normally present in versions of Windows from Win95. It may optionally write ASCII text files, but does not otherwise alter its environment.
When the program is started, a three dimensional object and a Cartesian grid are displayed. Click on Move object... to show the Object Transformations dialogue.
Object Transformations
The sliders allow you to rotate the about the X, Y and Z axes, in that fixed order. The Euler angles are shown in radians. The grid showing parts of the XY and XZ planes may be turned on and off to help with orientation. The size of the grid squares is 100 units.
Rotation axes
Press ror click the box on the Object Transformationsdialogue to show the rotation axes, which are represented by a marked ring perpendicular to the axis. Try rotating the X axis (red) with the Y rotn slider until it's coplanar with the Z axis (blue) and notice that you lose a degree of rotational freedom. This is known as gimbal lock.
Gimbal
Press mor click the box on the Object Transformationsdialogue to show a gimble mount. Note that because of the construction of the gimbal its natural rotation order is XZY, so moving the sliders on the Object Transformations dialogue sometimes has a surprising effect.
Camera adjustment
This dialogue box adjusts your viewpoint. The light is positioned at (1000, 1000, -1000) and does not move. It is never visible.
Object animation
You can specify two or more key positions of the object and observe the program generate a smooth path between them.
Try these steps to reveal the use of the buttons:
Making your own animations
Interpolation type
Euler linear
This is the default method, and linearly interpolates each Euler rotation between the key positions. The intermediate positions are usually not what you want.
Quaternion linear
This option performs a piecewise linear great-circle quaternion interpolation between the keys. The obect rotates in the simplest possible way between each key, but the Euler angles often bounce around all over the place.
Quaternion spline
This smooths out the kinks at the key points by splining on the unit quaternion sphere. It is only different from Quaternion linear if there are more than two key-points in the animation.
Animation files
You can save an animation to a file by pressing the Save file button on the Animation files and demos dialogue box, and load it again later by pressing Load file.
Demonstrations
These are pre-recorded animations loaded from the Animation files and demos dialogue box.
Demo 1 is a rotation about the Z axis only. Linear interpolation of the Euler angles works just as well as great circle interpolation of quaternions in this case.
Demo 2 illustrates why linear interpolation of Euler angles fails. Linear quaternion interpolation produces a smooth simple rotation.
Demo 3 has four key points. Is quaternion splining an improvement over piece-wise linear interpolation in this case?
Demo 4 also has four key points. This time quaternion splining does seem to usefully smooth out the kinks.
Demo 5 demonstate gimbal flip. It is a very simple move when the rotation order is XYZ, but complex when it is XZY.