Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.
Posted 22 August 2007 - 11:20 PM
Posted 23 August 2007 - 12:18 AM
Posted 23 August 2007 - 12:25 AM
Posted 23 August 2007 - 12:55 AM
Posted 23 August 2007 - 12:58 AM
Posted 23 August 2007 - 12:58 AM
Posted 23 August 2007 - 01:03 AM
Posted 23 August 2007 - 01:10 AM
Posted 23 August 2007 - 05:34 AM
Quote:
Original post by Promethium
Doom 3's MD5 file format stores unit quaternions as 3 floats: x, y and z. Using those three it's easy to find the fourth since x*x + y*y + z*z + w*w = 1.
Posted 23 August 2007 - 02:38 PM
Posted 24 August 2007 - 07:27 AM
Posted 24 August 2007 - 11:17 AM
Posted 11 August 2012 - 06:17 AM
Consider fitting N quaternions with a B-spline curve with M control points, where M is much smaller than N. You send the M control points, and the receiver uses them either to (approximately) reconstruct the N quaternions from the B-spline curve or to interpolate with the B-spline curve itself to generate quaternions on demand.
The document, Least Squares Fitting of Data with B-Spline Curves. On interpolation, you need to normalize the value returned by the B-spline curve; the fitted curve is close to a curve on the unit hypersphere, but is not exactly on that hypersphere.
This works quite well for compression of animation keyframes. I imagine it will work as well for network transmission, as long as N is large.
If N is small, why not just convert to half-floats? Even for N large, you can do the B-spline fit *and* convert the control points to half-floats.
Posted 14 August 2012 - 12:13 AM
hi,any details about quaternions fitting with Bezier curve or B-Spline? . i just don't konw how to calculate the control points. in 3-D space, i do it with least square method, thanks
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.
GameDev.net™, the GameDev.net logo, and GDNet™ are trademarks of GameDev.net, LLC.