Posts Tagged Programming

March 18, 2009

Rotation: Matrices, Quaternions, and Euler Angle Vectors

One of the most common types of transformations that are simulated in 3D Engines is rotation. There are a number of way of representing rotations: in matrices, quaternions, angle vectors, and in degrees and radians. The most accurate and least limited way of storing them is in matrices. A matrix is a mathematical concept that [...]