Title: 3D orientation
13D orientation
2- Rotation matrix
- Fixed angle and Euler angle
- Axis angle
- Quaternion
- Exponential map
3Joints and rotations
Rotational DOFs are widely used in character
animation
Each joint can have up to 3 DOFs
1 DOF knee
2 DOF wrist
3 DOF arm
4Representation of orientation
- Homogeneous coordinates (review)
- 4X4 matrix used to represent translation,
scaling, and rotation - a point in the space is represented as
- Treat all transformations the same so that they
can be easily combined
5Translation
translation matrix
new point
old point
6Scaling
scaling matrix
new point
old point
7Rotation
X axis
Y axis
Z axis
8Composite transformations
A series of transformations on an object can be
applied as a series of matrix multiplications
position in the global coordinate
position in the local coordinate
9Interpolation
- In order to move things, we need both
translation and rotation - Interpolating the translation is easy, but what
about rotations?
10Motivation
- Finding the most natural and compact way to
present rotation and orientations - Orientation interpolation which result in a
natural motion - A closed mathematical form that deals with
rotation and orientations (expansion for the
complex numbers)
11Rotation Matrix
- A general rotation can be represented by a single
3x3 matrix - Length Preserving (Isometric)
- Reflection Preserving
- Orthonormal
12Fixed Angle Representation
- Angles used to rotate about fixed axes
- Orientations are specified by a set of 3 ordered
parameters that represent 3 ordered rotations
about fixed axes, ie. first about x, then y, then
z - Many possible orderings, dont have to use all 3
axes, but cant do the same axis back to back
13Fixed Angle Representation
- A rotation of 10,45, 90 would be written as
- Rz(90) Ry(45), Rx(10) since we want to first
rotate about x, y, z. It would be applied then to
the point P. RzRyRx P - Problem occurs when two of the axes of rotation
line up on top of each other. This is called
Gimbal Lock
14Gimbal Lock
- A 90 degree rotation about the y axis essentially
makes the first axis of rotation align with the
third. - Incremental changes in x,z produce the same
results youve lost a degree of freedom
15Gimbal Lock
- Phenomenon of two rotational axis of an object
pointing in the same direction. - Simply put, it means your object won't rotate how
you think it ought to rotate.
16Interpolation of orientation
- How about interpolating each entry of the
rotation matrix? - The interpolated matrix might no longer be
orthonormal, leading to nonsense for the
in-between rotations
17Interpolation of orientation
Example interpolate linearly from a positive 90
degree rotation about y axis to a negative 90
degree rotation about y
Linearly interpolate each component and halfway
between, you get this...
18Properties of rotation matrix
- Easily composed?
- Interpolate?
19- Rotation matrix
- Fixed angle and Euler angle
- Axis angle
- Quaternion
- Exponential map
20Fixed angle
- Angles used to rotate about fixed axes
- Orientations are specified by a set of 3 ordered
parameters that represent 3 ordered rotations
about fixed axes - Many possible orderings
21Fixed angle
- A rotation of Rz(90)Ry(60)Rx(30) looks like
22Euler angle
- Same as fixed angles, except now the axes move
with the object - An Euler angle is a rotation about a single
Cartesian axis - Create multi-DOF rotations by concatenating Euler
angles - evaluate each axis independently in a set order
23Euler angle vs. fixed angle
- Rz(90)Ry(60)Rx(30) Ex(30)Ey(60)Ez(90)
- Euler angle rotations about moving axes written
in reverse order are the same as the fixed axis
rotations
24Gimbal Lock (again!)
- Rotation by 90o causes a loss of a degree of
freedom
25Gimbal Lock
- Phenomenon of two rotational axis of an object
pointing in the same direction. - Simply put, it means your object won't rotate how
you think it ought to rotate.
26Gimbal Lock
A Gimbal is a hardware implementation of Euler
angles used for mounting gyroscopes or expensive
globes
Gimbal lock is a basic problem with representing
3D rotation using Euler angles or fixed angles
27Gimbal lock
When two rotational axis of an object point in
the same direction, the rotation ends up losing
one degree of freedom
28Properties of Euler angle
- Easily composed?
- Interpolate?
- How about joint limit?
- What seems to be the problem?
29Euler Angles
- A general rotation is a combination of three
elementary rotations around the x-axis (x-roll)
, around the y-axis (y-roll) and around the
z-axis (z-roll).
30Euler Angles
31Euler Angles and Rotation Matrices
32Euler angles interpolation
R(0,0,0),,R(?t,0,0),,R(?,0,0) t?0,1
R(0,0,0),,R(0,?t, ?t),,R(0,?, ?)
33Euler Angles Interpolation ?Unnatural movement !
34- Rotation matrix
- Fixed angle and Euler angle
- Axis angle
- Quaternion
- Exponential map
35Goal
- Find a parameterization in which
- a simple steady rotation exists between two key
orientations - moves are independent of the choice of the
coordinate system
36Axis angle
- Represent orientation as a vector and a scalar
- vector is the axis to rotate about
- scalar is the angle to rotate by
37Angle and Axis
- Any orientation can be represented by a 4-tuple
- angle, vector(x,y,z) where the angle is the
amount to rotate by and the vector is the axis to
rotate about - Can interpolate the angle and axis separately
- No gimbal lock problems!
- But, cant efficiently compose rotationsmust
convert to matrices first!
38Angular displacement
- (?,n) defines an angular displacement of ? about
an axis n
39Properties of axis angle
- Can avoid Gimbal lock. Why?
- Can interpolate the vector and the scalar
separately. How?
40Axis angle interpolation
41- Rotation matrix
- Fixed angle and Euler angle
- Axis angle
- Quaternion
- Exponential map
42Quaternion
4 tuple of real numbers
scalar
vector
Same information as axis angles but in a
different form
43Quaternions ?
- Extend the concept of rotation in 3D to 4D.
- Avoids the problem of "gimbal-lock" and allows
for the implementation of smooth and continuous
rotation. - In effect, they may be considered to add a
additional rotation angle to spherical
coordinates ie. Longitude, Latitude and Rotation
angles - A Quaternion is defined using four floating point
values x y z w. These are calculated from the
combination of the three coordinates of the
rotation axis and the rotation angle.
44How do quaternions relate to 3D animation?
- Solution to "Gimbal lock"
- Instead of rotating an object through a series of
successive rotations, a quaternion allows the
programmer to rotate an object through a single
arbitary rotation axis. - Because the rotation axis is specifed as a unit
direction vector, it may be calculated through
vector mathematics or from spherical coordinates
ie (longitude/latitude). - Quaternions interpolation smooth and
predictable rotation effects.
45Quaternion to Rotation Matrix
46Quaternions Definition
- Extension of complex numbers
- 4-tuple of real numbers
- s,x,y,z or s,v
- s is a scalar
- v is a vector
- Same information as axis/angle but in a different
form - Can be viewed as an original orientation or a
rotation to apply to an object
47Quaternions Math
48Quaternions properties
- The conjugate and magnitude are similar to
complex numbers
- Quaternions are non commutative
q1 (s1,v1) q2 (s2,v2) q1q2 (s1s2 v1.v2
, s1v2 s2v1 v1 x v2)
49Quaternion Rotation
- To rotate a vector, v using quaternion math
- represent the vector as 0,v
- represent the rotation as a quaternion, q
50Quaternions as Rotations
- Rotation of P(0,r) about the unit vector n by an
angle ? using the unit quaternion q(s,v)
but q(cos½?, sin½?n) where n1
51Quaternions as Rotations
52Quaternion math
Unit quaternion
Multiplication
53Quaternion math
Conjugate
Inverse
the unit length quaternion
54Quaternion Rotation
proof see Quaternions by Shoemaker
55Quaternion Rotation
56Quaternion composition
If and are unit quaternion
the combined rotation of first rotating by
and then by is equivalent to
57Matrix form
58Quaternion interpolation
1-angle rotation can be represented by a unit
circle
- Interpolation means moving on n-D sphere
- Now imagine a 4-D sphere for 3-angle rotation
59Quaternion interpolation
- Moving between two points on the 4D unit sphere
- a unit quaternion at each step - another point on
the 4D unit sphere - move with constant angular velocity along the
great circle between the two points on the 4D
unit sphere
60Quaternion interpolation
Direct linear interpolation does not work
Linearly interpolated intermediate points are not
uniformly spaced when projected onto the circle
Spherical linear interpolation (SLERP)
Normalize to regain unit quaternion
61Rotations in Reality
- Its easiest to express rotations in Euler angles
or Axis/angle - We can convert to/from any of these
representations - Choose the best representation for the task
- inputEuler angles
- interpolation quaternions
- composing rotations quaternions, orientation
matrix
62- Rotation matrix
- Fixed angle and Euler angle
- Axis angle
- Quaternion
- Exponential map
63Exponential map
- Represent orientation as a vector
- direction of the vector is the axis to rotate
about - magnitude of the vector is the angle to rotate by
- Zero vector represents the identity rotation
64Properties of exponential map
- No need to re-normalize the parameters
- Fewer DOFs
- Good interpolation behavior
- Singularities exist but can be avoided
65Choose a representation
- Choose the best representation for the task
- input
- joint limits
- interpolation
- compositing
- rendering
Euler angles
Euler angles, quaternion (harder)
quaternion or exponential map
quaternions or orientation matrix
orientation matrix ( quaternion can be
represented as matrix as well)