A Beginners Guide to Dual-Quaternions: What They Are, How They Work, and How to Use Them for 3D Character Hierarchies


Abstract

In this paper, we give a beginners guide to the practicality of using dual-quaternions to represent the rotations and translations in character-based hierarchies. Quaternions have proven themselves in many fields of science and computing as providing an unambiguous, un-cumbersome, computationally efficient method of representing rotational information. We hope after reading this paper the reader will take a similar view on dual-quaternions. We explain how dual number theory can extend quaternions to dual-quaternions and how we can use them to represent rigid transforms (i.e., translations and rotations). Through a set of examples, we demonstrate exactly how dual-quaternions relate rotations and translations and compare them with traditional Euler’s angles in combination with Matrix concatenation. We give a clear-cut, step-by-step introduction to dual-quaternions, which is followed by a no-nonsense how-to approach on employing them in code. The reader, I believe, after reading this paper should be able to see how dual-quaternions can offer a straightforward solution of representing rigid transforms (e.g., in complex character hierarchies). We show how dual-quaternions propose a novel alternative to pure Euler-Matrix methods and how a hybrid system in combination with matrices results in a faster more reliable solution. We focus on demonstrating the enormous rewards of using dual-quaternions for rigid transforms and in particular their application in complex 3D character hierarchies.

Citation

Ben Kenwright "A Beginners Guide to Dual-Quaternions: What They Are, How They Work, and How to Use Them for 3D Character Hierarchies".  The 20th International Conference on Computer Graphics, Visualization and Computer Vision, .

Supplemental Material

Preview

Note: This file is about ~5-30 MB in size.

This paper appears in:
Date of Release:
Author(s): Ben Kenwright.
The 20th International Conference on Computer Graphics, Visualization and Computer Vision
Page(s):
Product Type: Conference/Journal Publications

 


Similar Discrete Derive Gradient Commonly Requires Particular Initial Elements Intermediate Collapses Ordering Respecting Constraints 7 Also Interface Study Facilitate Confirmed Could Design First Button User Can Satisfied Layout Graph Floorplan 6 Hks Adapt Blocks Mpcbased Cdm Building Ipc Method Discovered Parametric Plain Grammar Initial Content Blue 3 While Anticipation The Policies The They Current Implicit Implicit Control Given State Propagation Which Updated 9 Generation Component Conditional Learning Modules Existing Feature Qualitatively Calculated Finally Shapes Movement Realistic Characteristics Important 49 Reference View Engine Values Modifies Indirect Optimized Velocity Optimizes Image Target Individual Where Nst Transport 19 Originally Floorplan Learning Generation Networks Approaches Training Implicitly Floorplans Neverless Static Arbitrarily Approximation Mulation Results 10 Unlike Remain Solvers Such Inaccessible Currently Scenarios Input Face Projecting Individual Components Sketch Refine Manifolds 8 Contact Solver Configuration Complex Manages Through Robustly Motion Contacts Represent Circles Classifications Section Associated Corners 20 Addition Tradeoff Volume Training Approach Instead Expectation General Materials Simulation Invertible Costly Unconstrained 53 Setting Reconstruction Differentiable Architectures Position Parallel Partitioning Dynamics 1 Conjecture Might Preserve The Independence Chile Then 28 Determining Change Cdm Assuming The Next That Same The Way Change Cdm The Next That 7 Optimization Measured Sampled Chamfer Objective Reference Points Debugging Improvements Minimal Penrose System Writing Attach Representation 65 Derived Constraints Bottom Column Visual Propose Engine Visuomotor Contacts Introduction Conclude Discretization 60 Sampling Generate Skeleton Number Extracted Algorithm Variations Spheres Primitives Existing Bounding Estimation Learned Encage Emergence 65 Offset Amplitude Values Features Outside Investigated Computer Discipline Terminated Incentivizes Reward Touches Negative Ground 64 Improvements Restrict Needed Segments Rering Clearly Measures Projection Function Stabilization Operator Matrix Product Scalar Locally 14 Second Allows Filled Outlines Encodes Scales Number Variance General Structures 55 Spline Expected Continuity Polygonal Simplicity Singularities Fractional Combed Emission 35 Spline Vicinity Midpoints Polygon Tangents Iteration Lightight Advantage Sparse Problems Opportunities Several Development Method Implementation 1 Then Differentiate Themes Scientific Modes Inference Exploratory Data 19 Number The Length The Earth Surface Rising More Less Disruptive 23